Students’ Perception on Utilizing Kahoot! as a Game-Based Student Response System for EFL Students

Aditya Bima Kurniawan, Frida Unsiah, Khairil Azwar Razali
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Abstract

The utilization of mobile devices has significantly enhanced the EFL learning process. To accomplish so, student response systems (SRS) are often utilized in large classroom to gather students’ responses immediately through wireless networking and facilitate the management and monitoring of learner engagement and comprehension. The objective of the current study is to investigate the perceptions of junior school EFL students regarding the utilization of Kahoot! as a Game-Based Student Response System (SRS). Sixty seven high school students attended an English lesson accompanied by Kahoot, an online game-based Student Response System. The researchers conducted interviews to investigate students' perceptions of the expectation, advantages, and disadvantages of utilizing Kahoot!. Furthermore, classroom observations were conducted to get more comprehensive information. The result showed that the participants experienced advantages of utilizing Kahoot, such as the materials are easier to understand, the activities are engaging to do, and the students’ motivation get increased. However, lack of device support, unstable internet connectivity, and focus distraction have become major challenges. It is implied that Kahoot! is recommended as a gamification to teach EFL students.
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学生对将 Kahoot! 作为基于游戏的学生反应系统供英语语言学生使用的看法
移动设备的使用极大地促进了英语学习过程。为此,学生反应系统(SRS)经常被用于大型课堂,通过无线网络即时收集学生的反应,便于管理和监控学习者的参与和理解情况。本研究旨在调查初中 EFL 学生对使用 Kahoot! 作为基于游戏的学生反应系统 (SRS) 的看法。67 名中学生在上英语课时使用了在线游戏学生反应系统 Kahoot。研究人员进行了访谈,调查学生对使用 Kahoot!此外,研究人员还进行了课堂观察,以获得更全面的信息。结果显示,参与者体验到了使用 Kahoot 的优势,如材料更容易理解、活动更吸引人、学生的积极性更高。然而,缺乏设备支持、网络连接不稳定和注意力分散成为主要挑战。因此,建议将 Kahoot! 作为一种游戏化教学方法用于英语语言学生的教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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发文量
42
审稿时长
8 weeks
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