Interactive game “Kahoot!” as the media of students’ vocabulary assessment

H. Hadijah, B. Pratolo, Rondiyah Rondiyah
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引用次数: 20

Abstract

This research aims to investigate students’ perspectives on using the interactive game “Kahoot!” as the media of vocabulary test at one of the public senior high schools in Yogyakarta Indonesia. It was qualitative research with five voluntarily participating students as the participants. An in-depth semi-structured interview was applied as the data collection technique. The theme-based analysis was used in this study. The finding shows that first, Kahoot! is more practical for a vocabulary test. Second, the game can attract the students’ attention to the test. Third, it helps the students to be more active in the classroom and the last, the game makes the students more enthusiastic in doing the test. However, this research also found some negative sides of using Kahoot!; first, the students become less confident with their score, especially when they get lower scores than other students because the scores were displayed on the leader board in Kahoot! application; second, some students had a lack of knowledge in using the application; and the last, the time was limited. This study implies that the use of Kahoot! in the EFL classroom can be an alternative for teachers to teach vocabulary and provide fun learning activities for the students.
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互动游戏“Kahoot!”作为学生词汇评估的媒介
本研究旨在调查印尼日惹一所公立高中的学生对使用互动游戏“Kahoot!”作为词汇测试媒介的看法。这是一项定性研究,有五名自愿参加的学生作为参与者。采用深度半结构化访谈作为数据收集技术。本研究采用主题分析法。这一发现首先表明,卡胡特!对于词汇测试来说更实用。其次,游戏可以吸引学生对考试的注意力。第三,它有助于学生在课堂上更加活跃;最后,游戏使学生在做测试时更加热情。然而,这项研究也发现了使用Kahoot!的一些负面影响!;首先,学生们对自己的分数变得不那么自信,尤其是当他们的分数比其他学生低时,因为分数显示在Kahoot的排行榜上!应用第二,部分学生在使用该应用程序时缺乏知识;最后,时间有限。这项研究暗示使用Kahoot!在EFL课堂上,教师可以选择教授词汇,并为学生提供有趣的学习活动。
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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