Students' views on classroom management in English courses supported by a gamification application "Classcraft"
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Abstract (EN)
Classroom management is one of the subjects that teachers spend time, resources and effort in a wide variety of dimensions. Teachers are searching for methods and techniques to increase students motivation, achieve better class performance and promote behaviorally inclusive learning enviroments. The use of digital technology and implementation of games in educational settings has become one of the most prominent technological advances for students' engagement. The purpose of this study is to evaluate the students' views regarding the impact of Classcraft on classroom management in English courses. This study was primarily designed and conducted as a qualitative study. Also, some quantitative data were included in order to supoort qualitative data. A semi-structured interview was conducted with 32 middle school and high school students who took English courses from the researcher between the years 2017 – 2020. Descriptive analysis was used to analyze the data obtained through semi-structured interviews. The instrument also included two items with three point likert scale; therefore, some quantitative data analysis was employed as well. The results revealed that Classcraft had a positive impact on developing positive behaviors and decreasing problematic behaviors of students. In addition, it had a positive impact on effective communication between students and teachers in class and creating positive classroom climate. Also, students interpreted the Classcraft application as a tool that supports collaboration, fun, and should also be approached with care. As a result, using Classcraft had a valuable impact on classroom management in English courses.
Author
Onur Aktaş
Institution
How to Cite
Onur Aktaş (Master Thesis). Students' views on classroom management in English courses supported by a gamification application "Classcraft", 2021, Gazi University.
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