Game On With Kahoot!

Eric D. Reynolds, Richard W. Fuchs, Peter Johnson
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引用次数: 3

Abstract

The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for foreign language learning. This quasi-experimental study explores the efficacy of one application called Kahoot! at a medium-sized university in South Korea for vocabulary learning and motivation. Both the traditional control group and the experimental group learned more vocabulary during the course of the study; however, no significant difference in vocabulary learning was found between the groups. The change in motivation level, on the other hand, was significantly higher for the Kahoot! group. Therefore, the findings recommend the use of the Kahoot! GBSRS particularly for often low motivated Asian university EFL students.
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Kahoot的游戏继续!
语言课堂上的技术变化如此之快,以至于我们很难跟上步伐。在“自带设备”环境下,基于游戏的学生反应系统(GBSRS)最近才广泛应用于语言课堂;因此,关于GBSRSs对外语学习效果的研究很少。这项准实验研究探索了一种名为Kahoot!在韩国一所中等规模的大学学习词汇和激励。传统对照组和实验组在学习过程中都学习到了更多的词汇;然而,在词汇学习方面,两组之间没有发现显著差异。另一方面,动机水平的变化在Kahoot!组。因此,研究结果建议使用Kahoot!GBSRS尤其适用于通常动机较低的亚洲大学英语学生。
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来源期刊
CiteScore
3.00
自引率
14.30%
发文量
49
期刊介绍: The mission of the International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT) is to publish research, theory, and conceptually-based papers that address the use and impact of and innovations in education technologies in advancing foreign/second language learning and teaching. This journal expands on the principles, theories, designs, discussion, and implementations of computer-assisted language learning. In addition to original research papers and submissions on theory and concept development and systematic reports of practice, this journal welcomes theory-based CALL-related book and software/application reviews.
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