Determination of university students' most preferred mobile application for gamification
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Abstract
In this digital age of technological advancement, mobile applications are fastly approaching acme of development. In order to increase the efficiency of the developed applications, mobile applications which are suitable for gamification have become a contemporary issue. In this study, the applications of Kahoot, ClassDojo, Classcraft and Socrative which are suitable for gamification were examined. The study was conducted with the students in the department of preschool education at Near East University. 130 students participated in this research. The data were collected with survey method and analyzed with the SPSS program. According to the results, it was revealed that Kahoot was the mostly preferred application by students who used applications designed or suitable for the gamification method and Android was the mostly preferred operating system in the mobile devices of the students. Future research should determine the achievements, motivations and opinions of the students related with the gamification method. Besides, it can be inferred that Kahoot would be the learning platform of the future and it should be integrated into classroom activities. Keywords: Gamification, Kahoot, mobile device, operating systems.
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How to Cite
BICEN, Huseyin; KOCAKOYUN, Senay.
Determination of university students' most preferred mobile application for gamification.
World Journal on Educational Technology: Current Issues, [S.l.], v. 9, n. 1, p. 18-23, jan. 2017.
ISSN 1309-0348.
Available at: <http://sproc.org/ojs/index.php/wjet/article/view/641>. Date accessed: 02 dec. 2017.
doi: https://doi.org/10.18844/wjet.v9i1.641.
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Yim, J. (2013). Design of the Recommendation Module for Context Aware VOD Museum Guide Android App. International Journal of Software Engineering and Its Applications, 7(2).
Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice. Master of Arts Graduate Department of Curriculum, Teaching and Learning. University of Toronto. Yayınlamamış Yüksek Lisans Tezi
Bucerzan, D., Ratiu, C. and Manolescu, M.J (2013). SmartSteg: A New Android Based Steganography Application. Int Jcomput Commun, ISSN 1841-9836, 8(5):681-688.
Classcraft (2015). Make learning an adventure. Retrieved May 20, 2015 from http://www.classcraft.com/
ClassDojo (2015). Classdojo positive classroom management. Retrieved May 20, 2015 from https://www.classdojo.com/tr-TR/
Dominguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martinez-Herraiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
Garcia, I (2013). Learning a Language for Free While Translating the Web. Does Duolingo Work? International Journal of English Linguistics,3 (1).
Kahoot (2015). Kahoot! is one of the world’s fastest growing learning brands. Retrieved May 20, 2015 from https://getkahoot.com/
Karaaslan, İ. A., & Budak, L. (2012). Research on the use of mobile phone features by university st udents and its impact on their communication practices in everyday life. Journal of Yasar University, 26 , 4548-4525.
Kim, J. T., & Lee, W. H. (2013). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 1-11.
Landers, R. N., & Callan, R. C. (2012). Training evaluation in virtual worlds: Development of a model. Journal of Virtual Worlds Research, 5(3). Retrieved from https://journals.tdl.org/jvwr/index.php/jvwr/article/view/6335
Lee, J. ve Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
O’Donovan, S. (2012). Gamification of the games course. Acesso em, 17, Department of Computer Science. University of Cape Town.
Simoes, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353.
Socrative (2015). Socrative by Mastery Connect. Retrieved May 20, 2015 from http://www.socrative.com/
Yildirim, I., & Demir, S. (2014). Oyunlaştırma ve eğitim.International Journal of Human Sciences,11(1), 655-670. doi:10.14687/ijhs.v11i1.2765
Yim, J. (2013). Design of the Recommendation Module for Context Aware VOD Museum Guide Android App. International Journal of Software Engineering and Its Applications, 7(2).