Perceptions of Students for Gamification Approach: Kahoot as a Case Study
Yazarlar (2)
Huseyin Bicen
Near East University, Kıbrıs Rum Kesimi
Öğr. Gör. Şenay KOCAKOYUN AYDOĞAN İstanbul Aydın Üniversitesi, Türkiye
Makale Türü Açık Erişim Özgün Makale (SCOPUS dergilerinde yayınlanan tam makale)
Dergi Adı International Journal of Emerging Technologies in Learning
Dergi ISSN 1868-8799 Dergi Bilgileri (2018)
Dergi Tarandığı Indeksler SCI-Expanded
Makale Dili İngilizce Basım Tarihi 02-2018
Cilt / Sayı / Sayfa 13 / 2 / 72–93 DOI 10.3991/ijet.v13i02.7467
Makale Linki http://online-journals.org/index.php/i-jet/article/view/7467
UAK Araştırma Alanları
Bilgisayar ve Öğretim Teknolojileri Eğitimi
Özet
© 2018 Kassel University Press GmbH.A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student perception on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.
Anahtar Kelimeler
Achievement | Gamification | Motivation | Perception
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Scopus 251
Google Scholar 905
Perceptions of Students for Gamification Approach: Kahoot as a Case Study

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