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EN
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations, reflective journals, and interviews. The results revealed that the platform enhanced student engagement in EFL grammar learning in six ways, namely enabling students to set goals, helping students focus more on the tasks, facilitating students to build enthusiasm and interest in learning, allowing students to experience playful learning activities, facilitating students to collaborate with their friends, and fulfilling students’ need of reward and sense of competition. The students were also reported to exhibit behavioral, cognitive, and emotional dimensions of engagement during the implementation of Kahoot!. The findings have important implications for EFL grammar learning and teaching. In addition to the affordances of Kahoot!, teachers are still central to the implementation of the platform to engage the students in EFL grammar learning.
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.
EN
The need to develop online classes in the COVID-19 pandemic era was undeniable. This study aimed to investigate students’ learning achievement and their feedback in digital vocabulary class, which utilized Kahoot! and Socrative as drilling practice tools. It was quasi-experimental research on first-year students of the Railway Mechanical Technology program in Indonesian Railway Polytechnic (N=48). The primary data was gathered from vocabulary pretest and posttest. Then, the test results were analyzed using paired t-test, Pearson r correlation, and Cohen d coefficient. The supporting data were collected by giving a questionnaire to know students’ feedbacks. The results revealed that the digital class effectively improved students’ learning vocabulary achievement in English for railway mechanical technology. The questionnaire results showed positive feedback from the students in learning through digital platforms.
EN
This paper presented the results of an experimental study investigating the impact of clicker use through a smart phone application called Kahoot!. Despite positive results of clicker use in the existing General English literature, the impact of clicker use has not been examined in the field of ESP. To address this issue, this study investigated the effectiveness of clickers by comparing pre-test and post-test scores of a control and an experimental group and the scores of male and female participants in the experimental group. The results of a 10-week implementation of clicker use with the students of tourism and hospitality department in the experimental group indicated that while post-test scores were significantly higher for the experimental group than for the control group, there was not a statistically significant difference between the post-test scores of male and female participants in the experimental group. Implications for teaching ESP with the help of technology and suggestions for further research were also provided.
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