Perceptions of Students for Gamification Approach: Kahoot as a Case Study.
Hüseyin BicenSenay KocakoyunPublished in: iJET (2018)
Keyphrases
- student learning
- undergraduate students
- learning experience
- attitudes toward
- learning environment
- learning outcomes
- high school
- learning activities
- college students
- game mechanics
- survey instrument
- intelligent tutoring systems
- distance learning
- computer science students
- learning process
- e learning
- online course
- computer programming
- user experience
- higher education
- learning styles
- collaborative learning
- case study
- eighth grade
- student attitudes
- positive feedback
- university level
- computer self efficacy
- middle school students
- distance education
- science education
- game design
- problem based learning
- learning scenarios
- students learning
- semi structured interviews
- formative assessment
- computer science
- mobile learning
- student perceptions
- learning analytics
- learning community
- tutoring system
- control group
- computer supported collaborative learning
- conceptual understanding
- secondary school
- programming course
- open ended