NotesFAQContact Us
Collection
Advanced
Search Tips
Back to results
Peer reviewed Peer reviewed
PDF on ERIC Download full text
ERIC Number: EJ1141198
Record Type: Journal
Publication Date: 2017
Pages: 6
Abstractor: As Provided
ISBN: N/A
ISSN: EISSN-1309-0348
EISSN: N/A
Determination of University Students' Most Preferred Mobile Application for Gamification
Bicen, Huseyin; Kocakoyun, Senay
World Journal on Educational Technology: Current Issues, v9 n1 p18-23 2017
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.
SciencePark Research, Organization & Counsesling. P.O. Box 22912, Nicosa 1525, Cyprus. Web site: www.wj-et.eu
Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Turkey
Grant or Contract Numbers: N/A