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The Gamification Tool for the Classroom Response Systems: Kahoot

dc.contributor.author Akkoyunlu, Buket
dc.contributor.author Gunduz, Abdullah Yasin
dc.contributor.authorID 8539 tr_TR
dc.contributor.other 09.01. Ortak Dersler Bölümü
dc.contributor.other 09. Rektörlük
dc.contributor.other 01. Çankaya Üniversitesi
dc.date.accessioned 2021-06-18T11:21:55Z
dc.date.accessioned 2025-09-18T12:10:01Z
dc.date.available 2021-06-18T11:21:55Z
dc.date.available 2025-09-18T12:10:01Z
dc.date.issued 2020
dc.description Gunduz, Abdullah Yasin/0000-0003-2370-6199 en_US
dc.description.abstract Classroom response systems (CRS), which are used to gather immediate feedback from students throughout the teaching process, have been called by different names in the past and present. Examples of CRS implementations include question-answer systems, student response systems, electronic response systems, or cloud-based classroom response systems. The objective of this study is to inform educators who embrace flipped learning about students' perceptions of the use of Kahoot. This study employed a mixed-method research approach with 53 sophomore students. Both quantitative and qualitative data about Kahoot activity were gathered at the end of a 9-week flipped learning implementation process. At the end of the study, the students stated that a CRS may be used within the scope of any lesson. Students also underlined that the use of CRS in learning environments could be an efficient way to increase motivation for the lesson and create an enjoyable learning environment. Therefore, teachers may be advised to use CRS when deciding on classroom activities in flipped learning. en_US
dc.description.publishedMonth 7
dc.identifier.citation Gündüz, Abdullah Yasin; Akkoyunlu, Buket (2020). "The Gamification Tool for the Classroom Response Systems: Kahoot!", Hacettepe Üniversitesi Eğitim Fakültesi Dergisi-Hacettepe University Journal of Education, Vol. 35, No. 3, pp. 480-488. en_US
dc.identifier.doi 10.16986/HUJE.2019052870
dc.identifier.issn 2536-4758
dc.identifier.scopus 2-s2.0-85088941652
dc.identifier.uri https://doi.org/10.16986/HUJE.2019052870
dc.identifier.uri https://hdl.handle.net/123456789/11565
dc.language.iso en en_US
dc.publisher Hacettepe Univ en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Kahoot en_US
dc.subject Classroom Response Systems en_US
dc.subject Gamification en_US
dc.subject Flipped Learning en_US
dc.title The Gamification Tool for the Classroom Response Systems: Kahoot en_US
dc.title The Gamification Tool for the Classroom Response Systems: Kahoot! tr_TR
dc.type Article en_US
dspace.entity.type Publication
gdc.author.id Gunduz, Abdullah Yasin/0000-0003-2370-6199
gdc.author.institutional Akkoyunlu, Buket
gdc.author.scopusid 57190062341
gdc.author.scopusid 14033904000
gdc.author.wosid Gunduz, Abdullah Yasin/Hnq-9217-2023
gdc.description.department Çankaya University en_US
gdc.description.departmenttemp [Gunduz, Abdullah Yasin] Usak Univ, Dept Comp Technol, Distance Educ Vocat Sch, Usak, Turkey; [Akkoyunlu, Buket] Cankaya Univ, Intercurricular Courses Dept, Ankara, Turkey en_US
gdc.description.endpage 488 en_US
gdc.description.issue 3 en_US
gdc.description.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
gdc.description.startpage 480 en_US
gdc.description.volume 35 en_US
gdc.description.woscitationindex Emerging Sources Citation Index
gdc.identifier.openalex W2951106428
gdc.identifier.wos WOS:000555388000001
gdc.openalex.fwci 2.00240569
gdc.openalex.normalizedpercentile 0.85
gdc.opencitations.count 4
gdc.plumx.mendeley 100
gdc.plumx.scopuscites 7
gdc.scopus.citedcount 7
gdc.wos.citedcount 4
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