Literaturnachweis - Detailanzeige
Autor/in | Alharthi, Saleh |
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Titel | Assessing Kahoot's Impact on EFL Students' Learning Outcomes |
Quelle | In: TESOL International Journal, 15 (2020) 5, S.31-64 (34 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2094-3938 |
Schlagwörter | Teaching Methods; Second Language Learning; Second Language Instruction; English (Second Language); Educational Games; Outcomes of Education; Computer Games; Computer Assisted Instruction; Learner Engagement; Language Tests; Learning Motivation; Comparative Analysis; Learning Activities; Majors (Students); Undergraduate Students; Foreign Countries; Pretests Posttests; Interrater Reliability; Instructional Effectiveness; Student Attitudes; Saudi Arabia Teaching method; Lehrmethode; Unterrichtsmethode; Zweitsprachenerwerb; Fremdsprachenunterricht; English as second language; English; Second Language; Englisch als Zweitsprache; Educational game; Lernspiel; Lernleistung; Schulerfolg; Computer game; Computerspiel; Computerspiele; Computer based training; Computerunterstützter Unterricht; Language test; Sprachtest; Motivation for studies; Lernmotivation; Lernaktivität; Ausland; Interrater-Reliabilität; Unterrichtserfolg; Schülerverhalten; Saudi-Arabien |
Abstract | Technology use in the classroom to improve student's learning has gained significant attention over the past few years. Technology has metamorphosed from CALL to MALL and the use of gamification. Teachers are more concerned with methodologies that can improve students' motivation and engagement, particularly in EFL classrooms. This mixed method that utilized qualitative and quantitative approaches to assess how Kahoot, a game-based learning tool, can be integrated with learning to improve student's engagement, motivation, and learning outcomes. A total of 36 students took part in the study. The students were grouped into two; the experimental group (20 students) and the control group (16 students). The experimental group took various tests and two main exams, known as Language Acquisition and Learning Exams. The study also explored the participants' perception about Kahoot to determine its effectiveness as a learning tool. Cronbach's alpha, descriptive statistics, and SPPS were used to analyze the data. The findings showed that the Kahoot game not only augments the learning process but also improves students' motivation, engagement, and positively impacts the classroom dynamics. (As Provided). |
Anmerkungen | English Language Education Publishing. Site Skills Training - Clark, Centennial Road, Clark Freeport Zone, Clark, Pampanga 2023, Philippines. e-mail: asianefl@gmail.com; Web site: https://www.elejournals.com/tesol-international-journal/; Web site: https://www.tesol-international-journal.com/ |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |