Suche

Wo soll gesucht werden?
Erweiterte Literatursuche

Ariadne Pfad:

Inhalt

Literaturnachweis - Detailanzeige

 
Autor/inn/enTarhan, Gülseren; Öztürk, Gülcan
TitelFlipped Learning and Gamification in Information Technologies and Software Course
QuelleIn: International Journal of Contemporary Educational Research, 9 (2022) 1, S.62-77 (17 Seiten)Infoseite zur Zeitschrift
PDF als Volltext kostenfreie Datei Verfügbarkeit 
ZusatzinformationORCID (Tarhan, Gülseren)
ORCID (Öztürk, Gülcan)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2148-3868
SchlagwörterFlipped Classroom; Game Based Learning; Computer Science Education; Academic Achievement; Grade 5; Elementary School Students; Foreign Countries; Ethics; Information Security; Turkey
AbstractThis study aims to determine the impact of flipped learning and gamification methods on student achievement in the subject of ethics and security, which is a topic of the fifth grade information technology and software course, compared to the traditional method. Also, it aims to decide the students' opinion of about the flipped learning and gamification methods. The study used a mixed-methods experimental design, included both quantitative and qualitative research designs. The study's quantitative strand focused on the non-equivalent groups pretest-posttest design and the qualitative strand based on the case study design. The study group consisted of 32 fifth-grade students from a secondary school in a city located in western Turkey. There were 16 students in the experimental group and 16 students in the control group. The ethics and security success test, which the researchers developed, was used for collecting quantitative data. The semi-structured interviews with the students in the experimental group were performed for qualitative data. The descriptive statistics and two-way analysis of variance for mixed measures were used to analyze the quantitative data and the content analysis method was used to analyze the qualitative data. According to the study results, the students in the experimental group were more successful than the students in the control group. The students expressed positive opinions about the flipped learning and gamification methods in the interviews. (As Provided).
AnmerkungenInternational Journal of Contemporary Educational Research. e-mail: ijceroffice@gmail.com; Web site: http://ijcer.net
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
Literaturbeschaffung und Bestandsnachweise in Bibliotheken prüfen
 

Standortunabhängige Dienste
Bibliotheken, die die Zeitschrift "International Journal of Contemporary Educational Research" besitzen:
Link zur Zeitschriftendatenbank (ZDB)

Artikellieferdienst der deutschen Bibliotheken (subito):
Übernahme der Daten in das subito-Bestellformular

Tipps zum Auffinden elektronischer Volltexte im Video-Tutorial

Trefferlisten Einstellungen

Permalink als QR-Code

Permalink als QR-Code

Inhalt auf sozialen Plattformen teilen (nur vorhanden, wenn Javascript eingeschaltet ist)

Teile diese Seite: