Literaturnachweis - Detailanzeige
Autor/inn/en | Tarhan, Gülseren; Öztürk, Gülcan |
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Titel | Flipped Learning and Gamification in Information Technologies and Software Course |
Quelle | In: International Journal of Contemporary Educational Research, 9 (2022) 1, S.62-77 (17 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Tarhan, Gülseren) ORCID (Öztürk, Gülcan) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2148-3868 |
Schlagwörter | Flipped Classroom; Game Based Learning; Computer Science Education; Academic Achievement; Grade 5; Elementary School Students; Foreign Countries; Ethics; Information Security; Turkey |
Abstract | This 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). |
Anmerkungen | International Journal of Contemporary Educational Research. e-mail: ijceroffice@gmail.com; Web site: http://ijcer.net |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |