Determination of university students’xx most preferred mobile application for gamification
Yazarlar (2)
Hüseyin Bicen Yakın Doğu Üniversitesi, Türkiye
Öğr. Gör. Şenay KOCAKOYUN AYDOĞAN Yakın Doğu Üniversitesi, Türkiye
Makale Türü Açık Erişim Özgün Makale (Diğer hakemli uluslarası dergilerde yayınlanan tam makale)
Dergi Adı World Journal on Educational Technology: Current Issues
Dergi ISSN 1309-0348
Dergi Tarandığı Indeksler Journals Indexed in Eric
Makale Dili İngilizce Basım Tarihi 01-2017
UAK Araştırma Alanları
Bilgisayar ve Öğretim Teknolojileri Eğitimi
Özet
In this digital age of technological advancement, mobile applications are fastly approaching acme of development. In order to increase the efficiency of the developed applications, mobile applications which are suitable for gamification have become a contemporary issue. In this study, the applications of Kahoot, ClassDojo, Classcraft and Socrative which are suitable for gamification were examined. The study was conducted with the students in the department of preschool education at Near East University. 130 students participated in this research. The data were collected with survey method and analyzed with the SPSS program. According to the results, it was revealed that Kahoot was the mostly preferred application by students who used applications designed or suitable for the gamification method and Android was the mostly preferred operating system in the mobile devices of the students. Future research should determine the achievements, motivations and opinions of the students related
Anahtar Kelimeler
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Google Scholar 157

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