Lise Öğrenci ve Öğretmenlerinin Kahoot Kullanımına İlişkin Görüşleri
Özet: Bu araştırmada lise öğrenci ve öğretmenlerinin kahoot uygulaması ile ilgili görüşlerinin belirlenmesi amaçlanmıştır. Araştırmada karma yöntem araştırmalarından açımlayıcı sıralı desen tercih edilmiştir. Öncelikle nicel verilere ulaşılmış, nicel veriler doğrultusunda nitel veriler elde edilmiştir. Araştırmanın nicel kısmına 201 öğrenci, nitel kısmına ise 24 öğrenci ile 3 öğretmen katılmıştır. Nicel verileri toplamak amacıyla anket, nitel verileri toplamak amacıyla öğretmen ve öğrencilere yönelik ayrı ayrı yarı yapılandırılmış görüşme formu araştırmacı tarafından geliştirilmiştir. Yapılan analizler sonucunda lise öğrencilerinin kahoot’u çok sevdikleri ve eğlenceli buldukları, cevapların sonucunu hemen görmekten mutlu oldukları, kahoot uygulamasının soru ve cevapları hatırlamada katkısı olduğu, ancak cevapları arkadaşlarının görmesinden kısmen rahatsız oldukları ve ders çalışmalarını destekleyen bir uygulama olmadığı sonucuna ulaşılmıştır. Araştırmada ayrıca öğretmenlerin kahoot’u eğitim ortamı açısından verimli ve etkili buldukları ancak ön hazırlıkların zaman alıcı olduğu, ayrıntılı raporlama sürecini etkili kullanmadıkları tespit edilmiştir. Bu sonuçlardan hareketle kahoot ile ilgili araştırmaların deneysel ve nitel çalışmalarla desteklenmesi önerilmektedir.
Opinions of High School Students and Teachers on Kahoot Use
Opinions of High School Students and Teachers on Kahoot Use Abstract: This study aims to reveal high school students’ and teachers’ views about using Kahoot. Explanatory sequential design, which is one of the mixed research methods, was used for the research. Quantitative data were obtained first, and then qualitative data were collected. 201 students participated in the quantitative part of the study; 24 students and 3 teachers participated in the qualitative part. A questionnaire was developed by the researcher to collect quantitative data, and semi-structured interview form was created for students and teachers separately in order to obtain qualitative data. Analyzes revealed that students loved Kahoot, this application enabled students to remember questions and answers. According to the results, however, students were disturbed to a certain degree when their answers were seen by their friends, and they stated that this application did not support when they studied their lessons. The study also showed while teachers found Kahoot productive and effective in educational environment, they stated that preliminary preparations were time consuming. It was found that teachers did not use detailed reporting process effectively. In line with these results, it is suggested that research on Kahoot be supported by further experimental and qualitative studies.
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