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Using the Game-based Student Response Tool Kahoot! in an Online Class: Perspectives of Online Learners
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, Bilecik Seyh Edebali University, Turkey ; , Anadolu University, Turkey

Society for Information Technology & Teacher Education International Conference, in Austin, TX, United States ISBN 978-1-939797-27-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Online education approaches and tools have been going through a big transformation. Nowadays the trend is to use game-based learning mediums to engage and motivate the online learners. Game-based learning tools make the learning process more appealing by engaging and motivating the online learners. The purpose of this qualitative case study is to explore the perspectives of the online learners using game-based learning medium Kahoot! in an online synchronous English class. The perspectives and experiences of the online learners are explored and authors’ observations are presented.

Citation

Ucar, H. & Kumtepe, A.T. (2017). Using the Game-based Student Response Tool Kahoot! in an Online Class: Perspectives of Online Learners. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 303-307). Austin, TX, United States: Association for the Advancement of Computing in Education (AACE). Retrieved October 19, 2019 from .

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