EXAMINATION OF GAME-BASED LEARNING VIA KAHOOT FOR STUDENT PERFORMANCE / ANDRE SIKI SENA; SUPERVISOR: ASST. PROF. DR. TUĞBERK KAYA

Yazar: Katkıda bulunan(lar):Dil: İngilizce 2022Tanım: 81 sheets; 31 cm. Includes CDİçerik türü:
  • text
Ortam türü:
  • unmediated
Taşıyıcı türü:
  • volume
Konu(lar): Tez notu: Thesis (MSc) - Cyprus International University. Institute of Graduate Studies and Research Management Information Systems Department Özet: ABSTRACT Game-based learning has grown in popularity in education development in recent years to enhance students' classroom experience. However, there is a lack of awareness among educators and concerns regarding whether students will accept game-based learning techniques. This study aimed to demonstrate the effectiveness of game-based learning techniques at Cyprus International University in Northern Cyprus. In addition, a framework for implementing game-based learning techniques in higher education was used. Based on this evaluation, an empirical investigation method was used and data were collected using the game-based learning acceptance model proposed by Rahman et al. (2018). This model was used to evaluate student engagement by applying the Kahoot application to create the quizzes. The evaluation of the results was based on the usefulness, perception, and student attitude toward the Kahoot application, as game-based learning shows that students are more inclined to engage in this approach because of the ease of use of the application and the benefits they can obtain. Keywords: Game-based learning, Higher Education, Kahoot, Student Engagement,
Materyal türü: Thesis
Mevcut
Materyal türü Geçerli Kütüphane Koleksiyon Yer Numarası Durum Notlar İade tarihi Barkod Materyal Ayırtmaları
Thesis Thesis CIU LIBRARY Tez Koleksiyonu Tez Koleksiyonu YL 2518 S46 2022 (Rafa gözat(Aşağıda açılır)) Kullanılabilir Management Information Systems Department T2839
Suppl. CD Suppl. CD CIU LIBRARY Görsel İşitsel YL 2518 S46 2022 (Rafa gözat(Aşağıda açılır)) Kullanılabilir Management Information Systems Department CDT2839
Toplam ayırtılanlar: 0

Thesis (MSc) - Cyprus International University. Institute of Graduate Studies and Research Management Information Systems Department

Includes bibliography (sheets 67-72)

ABSTRACT Game-based learning has grown in popularity in education development in recent years to enhance students' classroom experience. However, there is a lack of awareness among educators and concerns regarding whether students will accept game-based learning techniques. This study aimed to demonstrate the effectiveness of game-based learning techniques at Cyprus International University in Northern Cyprus. In addition, a framework for implementing game-based learning techniques in higher education was used. Based on this evaluation, an empirical investigation method was used and data were collected using the game-based learning acceptance model proposed by Rahman et al. (2018). This model was used to evaluate student engagement by applying the Kahoot application to create the quizzes. The evaluation of the results was based on the usefulness, perception, and student attitude toward the Kahoot application, as game-based learning shows that students are more inclined to engage in this approach because of the ease of use of the application and the benefits they can obtain. Keywords: Game-based learning, Higher Education, Kahoot, Student Engagement,

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