2017
DOI: 10.14686/buefad.333286
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Öğrenci Merkezli Öğrenme Ortamlarında Oyunlaştırmanın Alternatif Değerlendirme Amaçlı Kullanımı

Abstract: Öz: Oyunlaştırmanın, öğrencilere ilerleme aşamalarını göstererek öz değerlendirme yapabilecekleri önemli fırsatlar sunan yapısının, öğrenci merkezli öğrenme ortamlarında ihtiyaç duyulan değerlendirme yöntemlerine çözüm sunacağı düşünülmektedir. Bu bağlamda gerçekleştirilen çalışmada probleme dayalı öğrenme ortamında oyunlaştırma kullanılarak öğrencilere alternatif değerlendirme fırsatı sağlanmaya çalışılmış ve bu amaçla gerçekleştirilen uygulamanın incelenmesi amaçlanmıştır. Oyunlaştırmanın alternatif değerlen… Show more

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Cited by 8 publications
(6 citation statements)
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References 69 publications
(100 reference statements)
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“…seems to be the most popular one. Taşkın & Kılıç Çakmak (2017) found that especially Kahoot!, among other tools (e.g. ClassDojo, Facebook, Surveey, Kahoot!, Padlet, Text2mindmap), increased students' cognitive, affective and behavioral engagement levels.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…seems to be the most popular one. Taşkın & Kılıç Çakmak (2017) found that especially Kahoot!, among other tools (e.g. ClassDojo, Facebook, Surveey, Kahoot!, Padlet, Text2mindmap), increased students' cognitive, affective and behavioral engagement levels.…”
Section: Discussionmentioning
confidence: 99%
“…Kahoot! is also preferred as a common formative gamification tool for formative assessment purposes (Alsancak Sırakaya, 2017;Taşkın & Kılıç Çakmak, 2017). In their studies with prospective preschool teachers Bicen & Kocakoyun (2017) found participants preferred Kahoot!…”
Section: Digital Assessment Tools and Gamificationmentioning
confidence: 99%
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“…As a result of the study, it has been stated that well-planned teaching design is required for gamification to be effective; otherwise, the specified goal cannot be achieved. It is recommended to make plans that learners can follow their development, continue their development, receive immediate feedback, and support their sense of autonomy and competence (Özkan & Samur, 2017;Taşkın & Çakmak, 2017). Since gamification increases collaboration among students (Glover, 2013), it eases teachers and facilitates their work in the classroom environment (Özkan & Samur, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Another reason for the selection of gamification is the lack of literature. Existing research explores distance education , biology education (Yapici & Karakoyun, 2017), science language lessons (Sahin & Namli, 2016), English language lessons (Polat, 2014), computer education (Ayhan & Taner, 2016;Fis Erumit, 2016;Kalkan, 2016;Ozturk, 2015;Sari & Altun, 2016), education at the undergraduate level (Yildirim & Demir, 2016), and measurement and evaluation (Bolat, Simsek, & Ulker, 2017;Taskin & Cakmak, 2017). Literature-based review studies have also been carried out (Karatas, 2015;Kocadere, Caglar, & Simsek, 2015;Ozgur, Cuhadar, & Akgun, 2018;Sahin & Samur, 2017;Sever & Bical, 2018;Sezgin et al, 2018;Yildirim & Demir, 2014).…”
Section: Introductionmentioning
confidence: 99%