Ask-Response-Play-Learn: Students’ views on gamification based Interactıve Response Systems
Yazarlar (2)
Dr. Öğr. Üyesi Ebru Solmaz Gazi Üniversitesi, Türkiye
Doç. Dr. Ekmel ÇETİN Kastamonu Üniversitesi, Türkiye
Makale Türü Özgün Makale (Diğer hakemli uluslarası dergilerde yayınlanan tam makale)
Dergi Adı Journal of Educational and Instructional Studies in the World
Dergi ISSN 2146-7463
Dergi Tarandığı Indeksler Scientific Indexing Service, arastirmax Scientific Publication Index
Makale Dili İngilizce Basım Tarihi 08-2017
Cilt / Sayı / Sayfa 7 / 3 / 28–40 DOI
Makale Linki http://eds.b.ebscohost.com/eds/detail/detail?vid=0&sid=96d53ad0-9366-4bb3-84d1-1ea440b27fc0%40pdc-v-sessmgr02&bdata=Jmxhbmc9dHImc2l0ZT1lZHMtbGl2ZQ%3d%3d#AN=124510157&db=obo
UAK Araştırma Alanları
Bilgisayar ve Öğretim Teknolojileri Eğitimi
Özet
Abstract Interactive Response System (IRS) is a technology which is used to transmit students’ responses to teacher via computers, mobile devices or QR code cards. IRS can be used to make courses more interesting with gamification principles. Gamification is defined as using game components in instructional activities. The aim of this study is to present student views about the process of ICT course that was implemented through gamification based question-answer method with different IRSs. Participants of the study are 1st year undergraduate students from the departments of Finance and International Trade. Different IRSs were used such as Kahoot, Socrative and Plickers. Students’ views on variables such as instructional process, IRSs, participation and motivation were collected at the end of each lesson. Findings showed that students indicated positive approach to use IRS in lessons. Furthermore, students’ views on gamification, positive and negative aspects of IRSs and their differences were included.
Anahtar Kelimeler
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Google Scholar 35

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