TY - JOUR AU - Bicen, Huseyin AU - Kocakoyun, Senay PY - 2018/02/27 Y2 - 2024/03/28 TI - Perceptions of Students for Gamification Approach: Kahoot as a Case Study JF - International Journal of Emerging Technologies in Learning (iJET) JA - Int. J. Emerg. Technol. Learn. VL - 13 IS - 02 SE - Papers DO - 10.3991/ijet.v13i02.7467 UR - https://online-journals.org/index.php/i-jet/article/view/7467 SP - pp. 72-93 AB - A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study. ER -