Cited by 96Educational Games and GamificationEducational Methods and OutcomesEducational Technology and E-Learning

Gamification in biology teaching: A sample of kahoot application

Open access
Yapıcı, İ.Ümit, Karakoyun, Ferit·2017·Turkish Online Journal of Qualitative Inquiry

Abstract

The aim of the study is to examine the views of preservice biology teachers about the use of Kahoot in biology teaching and the effect of Kahoot use on preservice biology teachers’ motivation levels. In the study, the mixed model was used. The study group included 15 sophomore pre-service teachers attending the Department of Biology Education in the Spring Term of 2015-2016. As the data collection tools, an interview form and the motivation scale were used in the study. According to the findings in the study, it could be stated that the preservice biology teachers’ motivation levels increased after the application process and that they mostly reported positive opinion about the Kahoot applications. In addition, the preservice teachers said they wanted to use Kahoot in future because it resulted in more enjoyable lessons, active participation and more permanence. On the other hand, some preservice teachers stated that their failure in scoreboard during the application process was demoralizing and that the students’ insufficient technological skills might have affected the process negatively.

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Crossref · 10.17569/tojqi.335956

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  • That study showed that teachers' motivation increased significantly after starting to use Kahoot! (p = .001) and that Kahoot! enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.

    “The study showed that teachers' motivation increased significantly after starting to use Kahoot!(p ¼ .001)and that Kahoot!enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Yapıcı & Karakoyun, 2017

    The motivation-scale findings report a significant increase for 15 preservice biology teachers, and Table 3 gives p = .001. The positive-aspects table reports entertainment, attention and concentration. But the section on future use presents more effective teaching as the preservice teachers’ expectation, not a measured improvement in their teaching. (LLM, conf=0.88)

    Experimental — accuracy not yet measured
  • Negative comments in that study were related to persons failing the quiz and lack of technical infrastructure.

    “Negative comments were related to persons failing the quiz and lack of technical infrastructure.”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Yapıcı & Karakoyun, 2017

    Table 4 (Suggestions; page unavailable) lists failing the quiz and technological insufficiency as the two negative views. The accompanying text and Conclusion and Discussion specify that the latter meant students’ lack of technological skills, not a lack of technical infrastructure. (LLM, conf=0.88)

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  • Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).

    “Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of the results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Yapıcı & Karakoyun, 2017

    The Participants section identifies 15 preservice biology teachers, and Data Collection Tools says the study examined their views of Kahoot. But Data Analysis and Findings obtained via the motivation scale show that the Wilcoxon statistical test assessed motivation scores; views were analyzed through qualitative content analysis and reported with frequencies. This paper also cannot establish that it was the only such study. (LLM, conf=0.87)

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Research works printed but not linked: 15

  1. Ar, N.A. (2016). Oyunlaştırmayla öğrenmenin meslek lisesi öğrencilerinin akademik başarı ve öğrenme stratejileri kullanımı üzerine etkisi (Unpublished Master's Thesis). Sakarya University, Institute of Educational Sciences, Sakarya.
  2. Creswell, J. W. (2003). Research design: Qualitative, quantitative, and mixed methods approaches (2nd ed.). Thousand Oaks, CA: Sage.
  3. Creswell, J., & Clark, V. L. (2007). Understanding mixed methods research. In J. Creswell (Ed.), Designing and conducting mixed methods research (pp. 1-19).
  4. Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12 (4), 49-52.
  5. Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. Paper presented at World Conference on Educational Multimedia, Hypermedia and Telecommunications. Chesapeake: AACE.
  6. Güler, C., & Güler, E. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma: Rozet kullanımı. Eğitim ve Öğretim Araştırmaları Dergisi, 4 (3), 125-130.
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  9. Nicholson, S. (2012). A User Centered Theroretical Framework for Meaningful Gamification. In Proceedings Games Learning Society 8.0. Madison.
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  11. Rouse, K. E. (2013). Gamification in science education: The relationship of educational games to motivation and achievement (Unpublished PhD Thesis). The University of Southern Mississippi, Ann Arbor. Retrieved from
  12. Ünsal, H. 2007. Harmanlanmış öğrenme etkinliğinin çoklu düzeyde değerlendirilmesi (Unpublished Doctorate Thesis). Gazi University, Institute of Educational Sciences, Ankara.
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  15. Zichermann, G., & Cunningham, C. (2011). Gamification by Design. Canada: O'Reilly.

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Authors
Yapıcı, İ. Ü., & Karakoyun, F.
Affiliations
Dicle University (TR)
Venue
Turkish Online Journal of Qualitative Inquiry
Published
2017-10-31
Volume
8
Issue
4
Pages
396-414
ISSN
1309-6591 (ISSN-L)
OpenAlex
W2766956387
Cited by
96
References
14
Citations by year
2026: 2 · 2025: 4 · 2024: 9 · 2023: 17 · 2022: 15 · 2021: 20 · 2020: 11 · 2019: 15 · 2018: 3
FWCI
16.06
Type
journal article
Language
en
Open access
Locations
  • Turkish Online Journal of Qualitative Inquiry (publishedVersion)
  • DergiPark (Istanbul University) (submittedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Educational Methods and Outcomes
  • Physical Sciences › Computer Science › Information Systems › Educational Technology and E-Learning
Keywords
gamification, Kahoot, biology education, pre-service biology teachers, teacher motivation, game-based learning, student perceptions, active learning, educational technology

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