GAMING IN ONLINE RELIGIOUS EDUCATION ACTIVITIES DURING THE COVID-19 PANDEMIC: KAHOOT! APPLİCATİON EXAMPLE

Mehmet Zeki Göksu
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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.
新冠肺炎疫情期间在线宗教教育活动中的游戏:kahoot !猫:İİ例子
这项研究的目的是确定Erzincan Binali Yildirim大学神学院学生对kahoot的看法。在2019-2020学年春季学期在线教学技术与材料设计课程中作为教学游戏化材料的应用。在参与研究的110名学生中,有83人参加了调查并回答了问题。本研究采用了混合研究方法之一的“交织混合设计”。为了让参与者在研究者准备的4个问题的满意度调查中自由表达他们的经历,我们使用了一个单题的标准化开放式访谈表。Kahoot !该应用程序被大多数学生描述为有趣,有教育意义,美观,有用,易于使用,在教学概念上有效,根据一些,它被描述为一个困难,复杂和耗时的应用程序。因此,可以说,使用kahoot应用程序,特别是在强化、重复或评估阶段,在在线或面对面教育方面是非常有用的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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