Determination of university students' most preferred mobile application for gamification
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Abstract
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.
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Keywords: Gamification, Kahoot, mobile device, operating systems.
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World Journal on Educational Technology: Current Issues is an Open Access Journal. The copyright holder is the author/s. Licensee Birlesik Dunya Yenilik Arastirma ve Yayincilik Merkezi, North Nicosia, Cyprus. All articles can be downloaded free of charge. Articles published in the Journal are Open-Access articles distributed under CC-BY license [Attribution 4.0 International (CC BY 4.0)].
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