Flipped Learning and Gamification in Information Technologies and Software Course

dc.contributor.authorTarhan, Gülseren
dc.contributor.authorÖztürk, Gülcan
dc.date.accessioned2025-07-03T19:49:17Z
dc.date.issued2022
dc.departmentBalıkesir Üniversitesi
dc.description.abstractThis study aims to find the effect of flipped learning and gamification methods on the success of the students in the Ethics and Security Unit, which is a unit of the fifth grade Information Technologies and Software Course compared to the traditional method. Also, it aims to decide the opinion of the students about the flipped learning and gamification methods. The study uses a mixed research design, included both quantitative and qualitative research methods. The study’s quantitative part is focused on the non-equivalent group pretest-posttest design, and the qualitative part is based on the case study design. The sample consists of 32 fifth grade students from a secondary school in a city in western Turkey. There are 16 students in the experimental group and 16 students in the control group. The ethics and security achievement test, which is developed by the researchers is used for collecting the quantitative data. The semi-structured interviews with students in the experimental group are performed for qualitative data. The descriptive statistics and two-way analysis of variance for mixed measures are used to analyze the quantitative data and the content analysis method is used to analyze the qualitative data. According to the results of the study, the students in the experimental group are more successful than the students in the control group. The students express positive opinions about the flipped learning and gamification methods in the interviews.
dc.identifier.doi10.33200/ijcer.969959
dc.identifier.endpage77
dc.identifier.issn2148-3868
dc.identifier.issue1
dc.identifier.startpage62
dc.identifier.urihttps://doi.org/10.33200/ijcer.969959
dc.identifier.urihttps://hdl.handle.net/20.500.12462/17793
dc.identifier.volume9
dc.language.isoen
dc.publisherMuhammed ZİNCİRLİ
dc.relation.ispartofInternational Journal of Contemporary Educational Research
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_DergiPark_20250703
dc.subjectFlipped learning
dc.subjectgamification
dc.subjectinformation technologies and software course
dc.subjectethics and security
dc.titleFlipped Learning and Gamification in Information Technologies and Software Course
dc.typeArticle

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