利用kahoot提高学生的参与度和主动学习:一种基于游戏的高中学生技术

Veronika Heni, S. Sudarsono, Regina Regina
{"title":"利用kahoot提高学生的参与度和主动学习:一种基于游戏的高中学生技术","authors":"Veronika Heni, S. Sudarsono, Regina Regina","doi":"10.26418/icote.v2i2.38235","DOIUrl":null,"url":null,"abstract":"Students, particularly in senior high school often state that they like instructors who employ active learning strategies to get students engaged with the class topic. Sometimes, large teaching classes are difficult to get students to participate in classroom activities and assess whether they are truly learning or not. It is why providing a game is an appropriate way to create a fun and interactive engagement for students to learn and comprehend the information. “The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education” Becker  (2001). Kahoot is known as a technology-based instructional tool, it is a popular eLearning tool that easily can be used to add vitality, student engagement, and meta-cognitive supports with limited instructor or student training required. This study aims to analyze the use of Kahoot in engaging students’ active response in learning English. This is a classroom action research. Descriptive analysis is conducted to gain the students action and response during teaching and learning processes proposed by Kemmis and McTaggart in Hopkins (2008). The subjects of this study are twelve grade students of SMAN 1 Serawai, Kabupaten Sintang.","PeriodicalId":155006,"journal":{"name":"Proceedings International Conference on Teaching and Education (ICoTE)","volume":"106 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"USING KAHOOT TO INCREASE STUDENTS’ ENGAGEMENT AND ACTIVE LEARNING: A GAME BASED TECHNOLOGY TO SENIOR HIGH SCHOOL STUDENT\",\"authors\":\"Veronika Heni, S. Sudarsono, Regina Regina\",\"doi\":\"10.26418/icote.v2i2.38235\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Students, particularly in senior high school often state that they like instructors who employ active learning strategies to get students engaged with the class topic. Sometimes, large teaching classes are difficult to get students to participate in classroom activities and assess whether they are truly learning or not. It is why providing a game is an appropriate way to create a fun and interactive engagement for students to learn and comprehend the information. “The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education” Becker  (2001). Kahoot is known as a technology-based instructional tool, it is a popular eLearning tool that easily can be used to add vitality, student engagement, and meta-cognitive supports with limited instructor or student training required. This study aims to analyze the use of Kahoot in engaging students’ active response in learning English. This is a classroom action research. Descriptive analysis is conducted to gain the students action and response during teaching and learning processes proposed by Kemmis and McTaggart in Hopkins (2008). The subjects of this study are twelve grade students of SMAN 1 Serawai, Kabupaten Sintang.\",\"PeriodicalId\":155006,\"journal\":{\"name\":\"Proceedings International Conference on Teaching and Education (ICoTE)\",\"volume\":\"106 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-12-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings International Conference on Teaching and Education (ICoTE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26418/icote.v2i2.38235\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings International Conference on Teaching and Education (ICoTE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26418/icote.v2i2.38235","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

学生,尤其是高中生,经常表示他们喜欢那些采用主动学习策略让学生参与课堂主题的教师。有时候,大班教学很难让学生参与课堂活动,也很难评估他们是否真正在学习。这就是为什么提供一个游戏是一个适当的方式来创造一个有趣的和互动的参与,让学生学习和理解的信息。Becker(2001):“游戏作为一种传授概念的工具,在激励学生的同时,其价值现在几乎被所有教育层次所接受。”Kahoot是一种以技术为基础的教学工具,它是一种流行的电子学习工具,可以轻松地使用它来增加活力,学生参与度和元认知支持,所需的教师或学生培训有限。本研究旨在分析Kahoot在英语学习中对学生主动反应的运用。这是一个课堂行动研究。通过描述性分析,获得Kemmis和McTaggart (Hopkins, 2008)提出的学生在教与学过程中的行为和反应。本研究的对象为西拉威嘉巴登新堂小学一年级的十二年级学生。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
USING KAHOOT TO INCREASE STUDENTS’ ENGAGEMENT AND ACTIVE LEARNING: A GAME BASED TECHNOLOGY TO SENIOR HIGH SCHOOL STUDENT
Students, particularly in senior high school often state that they like instructors who employ active learning strategies to get students engaged with the class topic. Sometimes, large teaching classes are difficult to get students to participate in classroom activities and assess whether they are truly learning or not. It is why providing a game is an appropriate way to create a fun and interactive engagement for students to learn and comprehend the information. “The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education” Becker  (2001). Kahoot is known as a technology-based instructional tool, it is a popular eLearning tool that easily can be used to add vitality, student engagement, and meta-cognitive supports with limited instructor or student training required. This study aims to analyze the use of Kahoot in engaging students’ active response in learning English. This is a classroom action research. Descriptive analysis is conducted to gain the students action and response during teaching and learning processes proposed by Kemmis and McTaggart in Hopkins (2008). The subjects of this study are twelve grade students of SMAN 1 Serawai, Kabupaten Sintang.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
The Content Analysis of Grammar Activities in 'Wider World 2' Student’s Book by Pearson for Grade Seven Students Developing Mobile-Assisted Language Learning (MALL) Materials for ESL Learners A Descriptive Study of the Students' Problems in English Reading Comprehension of X grade at SMAS AMKUR Sungai Pinyuh in the Academic year 2021/2022 Evaluation of Cultural Content on English Module of 9th Grade Students Published by Indonesia’s Government during the Covid-19 Pandemic An Analysis of Project Based Learning Application in Curriculum 2013
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1