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2021 | 21 | 2 | 3-13
Tytuł artykułu

Improving english vocabulary learning through Kahoot!: a quasi-experimental high school experience

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Języki publikacji
Abstrakty
EN
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to determine whether there was any variation. The interventions in each group consisted of two lessons a week for four weeks. In particular, the results of the experimental treatment indicated an improvement regarding English vocabulary knowledge using the Kahoot! app, with a significant variation and a medium effect size. In general, this suggests the necessity of implementing new strategies with the available ICTs at hand to enhance the learning of English in Chilean classrooms.
Słowa kluczowe
Rocznik
Tom
21
Numer
2
Strony
3-13
Opis fizyczny
Daty
wydano
2021
Twórcy
  • Universidad Central de Chile
  • Universidad Central de Chile
autor
  • Universidad Central de Chile
  • Universidad Central de Chile
  • Universidad Central de Chile
Bibliografia
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  • Agencia de Calidad de la Educación. (2017). Percepciones acerca del uso de Tecnologías de Información y Comunicación (TIC) y los aprendizajes de los alumnos de enseñanza media. http://archivos.agenciaeducacion.cl/06_Tics_y_aprendizajes.pdf
  • Alyaz, Y. & Genc, Z. (2016). Digital game-based language learning in foreign language teacher education. Turkish Online Journal of Distance Education, 17(4), 130-146. https://eric.ed.gov/?id=EJ1116837
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  • Cárdenas-Moncada, C., Veliz-Campos, M., & Veliz, L. (2020). Game-based student response systems: The impact of Kahoot in a Chilean vocational higher education EFL classroom. CALL-EJ, 21(1), 64-78. http://callej.org/journal/21-1/Cardenas-Veliz-Veliz2020.pdf
  • Chen, M., Tseng, W. & Hsiao, T. (2018). The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis. British Journal of Educational Technology, 49(1), 69-77. https://doi.org/10.1111/bjet.12526
  • Chiu, Y. (2013) Computer-assisted second language vocabulary instruction: A meta-analysis. British Journal of Educational Technology, 44(2), 52-56. https://doi.org/10.1111/j.1467-8535.2012.01342.x
  • Coe, R. (2002). It’s the Effect Size, Stupid. What Effect Size Is and Why It Is Important [Paper]. The British Educational Research Association Annual Conference, Exeter, U.K. http://www.leeds.ac.uk/educol/documents/00002182.htm
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  • Decreto n°369. Diario Oficial de la República de Chile, Santiago, Chile, December 2, 2015.
  • Farjado, A., Hernández, J., & González, A, (2012). Acceso léxico y comprensión lectora: un estudio con jóvenes universitarios. Revista Electrónica de Investigación Educativa, 14(2), 25-33. http://redie.uabc.mx/vol14no2/contenidofajardoetal.html
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  • Fritz, C. O., Morris, P. E., & Richler, J. J. (2012). Effect size estimates: current use, calculations, and interpretation. Journal of Experimental Psychology: General, 141(1), 2. https://doi.org/10.1037/a0024338
  • Hattie, J. (2009). Visible Learning. Abingdon: Routledge.
  • Hernandez, R., Fernandez, C, & Baptista, P. (2014). Metodología de la Investigación (6th ed.). México D. F.: McGraw-Hill/Interamericana.
  • Iwamoto, D., Hargis, J., Taitano, E., & Vuong, K. (2017). Analyzing the efficacy of the testing effect using Kahoot on students. The Turkish Online Journal of Distance Education, 18(2), 80-93. https://eric.ed.gov/?id=EJ1145220
  • Kocaman, O., & Kizilkaya-Cumaoglu, G. (2014). The effect of educational software (DENIS) and games on vocabulary learning strategies and achievement. Education and Science, 39(176), 305-316. https://dx.doi.org/10.15390/EB.2014.3704
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  • Ministerio de educación (2015) Bases Curriculares 7º básico a 2º medio. https://media.mineduc.cl/wp-content/uploads/sites/28/2017/07/Bases-Curriculares-7%C2%BA-b%C3%A1sico-a-2%C2%BA-medio.pdf
  • Muñoz, M. (2016). Las TICs en Educación: Kahoot! como propuesta de gamificación e innovación educativa para educación secundaria en educación física [Unpublished Master’s dissertation]. Logroño: Universidad Internacional de La Rioja.
  • Qian, M. & Clark, K. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behaviour, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
  • Ramírez, A., Arciniega, A., Iriarte, A. & Arriaga, M. (2017) Educational applications for teaching: Case study Kahoot!. Revista EDUCATECONCIENCIA, 16(17), 139-149. http://tecnocientifica.com.mx/educateconciencia/index.php/revistaeducate/article/view/391
  • Reinders, H. & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38-57. https://doi.org/.1017/S0958344014000226
  • Thalheimer, W. & Cook, S. (2019, October 9). How to calculate effect sizes from published research articles: a simplified methodology. Doctoral Research Methods – Content. http://www.bwgriffin.com/gsu/courses/edur9131/content/Effect_Sizes_pdf5.pdf
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Typ dokumentu
Bibliografia
Identyfikatory
Biblioteka Nauki
2085231
Identyfikator YADDA
bwmeta1.element.ojs-issn-1642-1027-year-2021-volume-21-issue-2-article-b78b0026-f3da-3b11-a0ca-3eb42786341c
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