Gamifying the 9 Events of Instruction with Different Interactive Response Systems: The Views of Social Sciences Teacher Candidates
Yazarlar (2)
Doç. Dr. Ekmel ÇETİN Kastamonu Üniversitesi, Türkiye
Dr. Öğr. Üyesi Ebru Solmaz Gazi Üniversitesi, Türkiye
Makale Türü Açık Erişim Özgün Makale (Diğer hakemli uluslarası dergilerde yayınlanan tam makale)
Dergi Adı Malaysian Online Journal of Educational Technology
Dergi ISSN 2289-2990
Dergi Tarandığı Indeksler Journals Indexed in Eric
Makale Dili İngilizce Basım Tarihi 01-2020
Cilt / Sayı / Sayfa 8 / 2 / 1–15 DOI
Makale Linki https://eric.ed.gov/?id=EJ1251594
UAK Araştırma Alanları
Bilişim Teknolojileri Eğitimi Eğitim Teknolojileri Öğretim Tasarımı
Özet
Gagne's theory posits that learning is achieved through interaction of various internal and external factors. If so, the use of supportive technology to provide these factors' interaction may increase expected performance, especially in theoretical courses, and place learning at a higher level. As supportive technology, gamification-based computer or mobile applications can be used in Gagne's nine instructional steps. Therefore, 23 teacher candidates in the Department of Social Sciences Education evaluated the use of gamification-based interactive response system (IRS) tools with the scope of Gagne's learning theory. For 3 weeks, teacher candidates were taught how to use Kahoot, Plickers, Socrative, Quizlet, and FlipQuiz tools in question-answer activities. Teacher candidates prepared materials or questions about predetermined topics for the IRS tools, and then chosen teacher candidates demonstrated to others how to use each tool. According to findings, Kahoot and Plickers can best
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