Barrio, C. M., Muñoz-Organero, M., & Soriano, J. S. (2016). Can gamification improve the benefits of
student response systems in learning? An experimental study. IEEE Transactions on Emerging Topics
in Computing , 4 (3), 429-438.
Boghossian, P. (2003). How Socratic pedagogy works. Informal Logic, 23 (2), 17-25.
Cazden, C. B. (1988). Classroom discourse: The language of teaching and learning . Portsmouth, NH:
Heinemann.
Dervan, P. (2014). Enhancing in-class student engagement using Socrative (an online student
response system): a report. AISHE-J: The All Ireland Journal of Teaching and Learning in Higher
Education , 6 (3), 1801-1812.
EduTrends (2016). Gamification . Observatory of Educational Innovation: Technologico de Monterrey.
Fotaris, P., Mastoras, T., Leinfellner, R., & Rosunally, Y. (2015). From hiscore to high marks: Empirical
study of teaching programming through gamification. In Proceedings of the 9th European Conference
on Games Based Learning (pp. 186-194).
Galbis Córdova, A., Martí Parreño, J., & Currás Pérez, R. (2017). Higher education students’ attitude
towards the use of gamification for competencies development. Journal of E-Learning and Knowledge
Society, 13 (1), 129-146.
Garcias, A. P., & Marín, V. I. (2016). Ethics issues of digital contents for pre-service primary teachers:
A gamification experience for self-assessment with Socrative. IAFOR Journal of Education , 4 (2), 80-96.
JOURNAL OF EDUCATIONAL
AND INSTRUCTIONAL STUDIES IN THE WORLD
August 2017, Volume: 7 Issue: 3 ISSN: 2146-7463
COPYRIGHT © JOURNAL OF EDUCATIONAL AND INSTRUCTIONAL STUDIES IN THE WORLD
40
Keller, J.M. (1987). Development and use of the ARCS Model of motivational design. Journal of
Instructional Development, 10 (3), 2–10.
Kocadere, S. A., & Caglar, S. (2015). The design and implementation of a gamified assessment.
Journal of E-Learning and Knowledge Society, 11 (3), 85-99.
Lai, C. H., Huang, S. H., & Huang, Y. M. (2016). Evaluation of ınquiry-based learning with IRS in the
technique course: A pilot study in Taiwan Industrial High School. Proceedings of 44th SEFI
Conference, 12-15 September 2016, Tampere, Finland.
Maxwell, M. A. (2016). Identifying social aspects of game mechanics that can enhance learning in the
modern high school classroom. Proceedings of MAC-ETeL 2016 , 195.
McLoone, S., Villing, R., & O'Keeffe, S. (2015). A novel smart device student response system for
supporting high quality active learning ın the engineering and science disciplines. AISHE-J: The All
Ireland Journal of Teaching and Learning in Higher Education , 7 (2), 2071-2088.
Méndez, D., & Slisko, J. (2013). Software Socrative and smartphones as tools for implementation of
basic processes of active physics learning in classroom: An initial feasibility study with prospective
teachers. European Journal of Physics Education , 4 (2), 17-24.
Rud, A. G. (1997). The use and abuse of Socrates in present day teaching. Education Policy Analysis
Archives, 5 (20), 1-14.
Sánchez-Mena, A., Martí-Parreño, J., & Aldás-Manzano, J. (2016). The role of perceived relevance and
attention in teachers' intention to use gamification. In European Conference on e-Learning (p. 615).
Academic Conferences International Limited.
Sevindik, T. (2010). Özel Öğretim Yöntemleri. Retrieved May 14, 2017 from
http://www.yarbis1.yildiz.edu.tr/
web/userAnnouncementsFiles/dosyab6b0482868ab2edc90f2394f4480ef51.pdf
Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and education: Achievements,
cognitive loads, and views of students. International Journal of Emerging Technologies in
Learning , 11 (7), 64-69.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes .
Cambridge, MA: Harvard University.
Willis, J. W. (2008). Qualitative research methods in education and educational technology . Charlotte,
NC: Information Age.
Wong, A. (2016). Student perception on a student response system formed by combining mobile
phone and a polling website. International Journal of Education and Development using Information
and Communication Technology , 12 (1), 144-153.
Yin, R. K. (2013). Case study research: Design and methods . Sage publications.
Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning
grammar?. Teaching English with Technology , 16 (3), 17-36.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in
web and mobile apps . Canada: O’Reilly Media.
Thank you for copying data from http://www.arastirmax.com