000 02236nam a22002897a 4500
003 KOHA
005 20230424141024.0
008 221013d2022 cy ||||| |||| 00| 0 eng d
040 _aCY-NiCIU
_beng
_cCY-NiCIU
_erda
041 _aeng
090 _aYL 2518
_bS46 2022
100 1 _aSena, Andre Ziki
245 1 0 _aEXAMINATION OF GAME-BASED LEARNING VIA KAHOOT FOR STUDENT PERFORMANCE /
_cANDRE SIKI SENA; SUPERVISOR: ASST. PROF. DR. TUĞBERK KAYA
264 _c2022
300 _a81 sheets;
_c31 cm.
_eIncludes CD
336 _2rdacontent
_atext
_btxt
337 _2rdamedia
_aunmediated
_bn
338 _2rdacarrier
_avolume
_bnc
502 _aThesis (MSc) - Cyprus International University. Institute of Graduate Studies and Research Management Information Systems Department
504 _aIncludes bibliography (sheets 67-72)
520 _aABSTRACT 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,
650 0 _aLearning
_vDissertations, Academic
650 0 _aEducation, Higher
_vDissertations, Academic
700 1 _aKaya, Tuğberk
_esupervisor
942 _2ddc
_cTS
999 _c285409
_d285409