MAÜ GCRIS Standart veritabanının içerik oluşturulması ve kurulumu Research Ecosystems (https://www.researchecosystems.com) tarafından devam etmektedir. Bu süreçte gördüğünüz verilerde eksikler olabilir.
 

Kahoot! as a Gamification Tool in Vocational Education: More Positive Attitude, Motivation and Less Anxiety in EFL

dc.authorid0000-0002-5065-2133
dc.authorid0000-0002-6120-3157
dc.authorid0000-0002-7120-6562
dc.contributor.authorGöksu, İdris
dc.contributor.authorBolat, Yusuf İslam
dc.contributor.authorGöksu, İdris
dc.date.accessioned2022-01-25T08:17:08Z
dc.date.available2022-01-25T08:17:08Z
dc.date.issued2021
dc.departmentMAÜ, Fakülteler, Edebiyat Fakültesi, Eğitim Bilimleri Bölümüen_US
dc.description.abstractThis study aims to reveal the effect of the gamified response system, Kahoot!, on attitude towards the EFL course, motivation, and exam anxiety. For this purpose, an embedded mixed design, in which quantitative and qualitative methods are used together, was preferred. The study group consists of 88 ninth-grade vocational high school students. Before the experimental process, attitude, motivation, and exam anxiety scales were applied to the experimental and control groups as pre-tests. At the end of the experiment, attitude, motivation, and exam anxiety scales were conducted as post-tests to the experimental and control groups. In addition, the views of randomly selected students from the experimental group on Kahoot! application was examined. The results revealed that Kahoot! significantly increased the attitude towards the EFL course with a 0.22 effect size. Kahoot! increased EFL learning motivation and decreased exam anxiety, but this was not significant. Finally, it was revealed that the students thought Kahoot! as funnyen_US
dc.description.citationSercanoğlu, M., Bolat, Y. İ., & Göksu, İ. (2021). Kahoot! as a gamification tool in vocational education: More positive attitude, motivation and less anxiety in EFL. Journal of Computer and Education Research, 9 (18), 682-701. DOI: 10.18009/jcer.9224882en_US
dc.identifier.doi10.18009/jcer.924882
dc.identifier.endpage701en_US
dc.identifier.issue18en_US
dc.identifier.startpage682en_US
dc.identifier.trdizinid475926
dc.identifier.urihttps://doi.org/10.18009/jcer.924882
dc.identifier.urihttps://app.trdizin.gov.tr/makale/TkRjMU9USTJOZz09/kahoot-as-a-gamification-tool-in-vocational-education-more-positive-attitude-motivation-and-less-anxiety-in-efl
dc.identifier.urihttps://hdl.handle.net/20.500.12514/2992
dc.identifier.volume9en_US
dc.indekslendigikaynakTR-Dizinen_US
dc.language.isoenen_US
dc.publisherJournal of Computer and Education Researchen_US
dc.relation.ispartofJournal of Computer and Education Researchen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectKahoot, gamification, attitude, motivation, EFLen_US
dc.titleKahoot! as a Gamification Tool in Vocational Education: More Positive Attitude, Motivation and Less Anxiety in EFLen_US
dc.typeArticleen_US
dspace.entity.typePublication
relation.isAuthorOfPublication774ca9e9-8596-4132-9a7b-6f8b286ca514
relation.isAuthorOfPublication.latestForDiscovery774ca9e9-8596-4132-9a7b-6f8b286ca514

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