Using the Game-based Student Response Tool Kahoot! in an Online Class: Perspectives of Online Learners
PROCEEDING
Hasan Ucar, Bilecik Seyh Edebali University, Turkey ; Alper Tolga Kumtepe, 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), Waynesville, NC USA
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 August 10, 2024 from https://www.learntechlib.org/primary/p/177857/.
© 2017 Association for the Advancement of Computing in Education (AACE)
References
View References & Citations Map- All, A., Castellar, E.P.N., & Van Looy, J. (2015). Towards a conceptual framework for assessing the effectiveness of digital game-based learning. Computers& Education, 88, 29-37.
- Caldwell, J.E. (2007). Clickers in the large classroom: Current research and best-practice tips. Life Sciences Education, 6 (1), 9–20.
- Creswell, J.W. (2002). Educational research: Planning, conducting, and evaluating quantitative. New Jersey: Upper Saddle River.
- Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12 (4), 49-52.
- Icard, B. (2014). Educational technology best practices. International Journal of Instructional Technology and Distance Learning. 11 (3), 37-41.
- Jong, M.S. (2015). Teachers' concerns about adopting constructivist online game based learning informal curriculum teaching: The VISOLE experience. British Journal of Educational Technology.
- Kay, R.H., & LeSage, A. (2009). Examining the benefits and challenges of using audience response systems: A review of the literature. Computers& Education, 53(3), 819-827.
- Keller, J.M. (2010). Motivational design for learning and performance: The ARCS model approach. New York, NY: Springer.
- Lacey, R. (2016). Richer responses, faster feedback in class: New student response systems promote personalization and large-group discussions. District Administration. 52 (11).
- Perrotta, C., Featherstone, G., Aston, H. And Houghton, E. (2013). Game-based Learning: Latest Evidence and Future Directions (NFER Research Programme: Innovation in Education). Slough: NFER.
- Prensky, M. (2005). Computer games and learning: Digital game-based learning. In Handbook of computer game studies 18, pp. 97-122.
- Qian, M., & Clark, K.R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58.
- Wang, A.I. (2015). The wear out effect of a game-based student response system. Computers& Education, 82, 217-227.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References