Classroom management through classdojo in gamification approach
Yazarlar (2)
Huseyin Bicen
Near East University, Kıbrıs Rum Kesimi
Öğr. Gör. Şenay KOCAKOYUN AYDOĞAN İstanbul Aydın Üniversitesi, Türkiye
Makale Türü Özgün Makale (SCOPUS dergilerinde yayınlanan tam makale)
Dergi Adı Ponte
Dergi ISSN 0032-423X Dergi Bilgileri (2017)
Dergi Tarandığı Indeksler AHCI
Makale Dili İngilizce Basım Tarihi 01-2017
Cilt / Sayı / Sayfa 73 / 8 / 60–72 DOI 10.21506/j.ponte.2017.8.36
UAK Araştırma Alanları
Bilgisayar ve Öğretim Teknolojileri Eğitimi
Özet
Many new techniques have been started to be benefitted in terms of using technology in classrooms as well as the development of today’s technology. The aim of this study is to determine student and parent opinions about the gamification method which is realized by using ClassDojo media in classroom management. The study was held with 20 students and 12 parents. The data was acquired by using an interview forms which includes qualitative questions developed by the researchers. The acquired qualitative data was analyzed via Nvivo program and the findings were given as percentage and frequency. According to the students’ answers for open ended questions; the vast majority has stated positively. As a result of the acquired data from the interviews, majority of the students have stated that the behavior leader was determined through ClassDojo and it has been a top rated application by the ones who …
Anahtar Kelimeler
Classdojo | Classroom management | Gamification | Mobile application
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Scopus 2
Google Scholar 1
Classroom management through classdojo in gamification approach

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