{"title":"GAMING IN ONLINE RELIGIOUS EDUCATION ACTIVITIES DURING THE COVID-19 PANDEMIC: KAHOOT! APPLİCATİON EXAMPLE","authors":"Mehmet Zeki Göksu","doi":"10.31126/akrajournal.1125806","DOIUrl":null,"url":null,"abstract":"The aim of the research is to determine the opinions of Erzincan Binali Yildirim University Faculty of Theology students as a result of their experiences about the kahoot! application they learned as a teaching gamification material in the online instructional technologies and material design course in the spring semester of 2019-2020 academic year. Out of 110 students included in the study, 83 participated in the survey and answered the questions. In the research, \"intertwined mixed design\", one of the mixed research methods, was used. A single-question, standardized open-ended interview form was used in order to allow the participants to freely express their experiences with the 4-question satisfaction survey prepared by the researcher. Kahoot! The application was described as fun, instructive, beautiful, useful, easy to use, effective in teaching concept, by most of the students, and according to some, it was described as a difficult, complex and time-consuming application. As a result, it can be said that the use of kahoot application, especially in reinforcement, repetition or evaluation stages, is very useful in terms of online or face-to-face education.","PeriodicalId":269437,"journal":{"name":"AKRA KÜLTÜR SANAT VE EDEBİYAT DERGİSİ","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"AKRA KÜLTÜR SANAT VE EDEBİYAT DERGİSİ","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31126/akrajournal.1125806","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The aim of the research is to determine the opinions of Erzincan Binali Yildirim University Faculty of Theology students as a result of their experiences about the kahoot! application they learned as a teaching gamification material in the online instructional technologies and material design course in the spring semester of 2019-2020 academic year. Out of 110 students included in the study, 83 participated in the survey and answered the questions. In the research, "intertwined mixed design", one of the mixed research methods, was used. A single-question, standardized open-ended interview form was used in order to allow the participants to freely express their experiences with the 4-question satisfaction survey prepared by the researcher. Kahoot! The application was described as fun, instructive, beautiful, useful, easy to use, effective in teaching concept, by most of the students, and according to some, it was described as a difficult, complex and time-consuming application. As a result, it can be said that the use of kahoot application, especially in reinforcement, repetition or evaluation stages, is very useful in terms of online or face-to-face education.