Savor a Kahoot!-Licious Classroom: Embodying Gamification in a Business School as a Recipe for Innovation Among the Digital Natives

Yunglin Chen
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Abstract

Innovative teaching intends to create a resonant enhancement of learner competency and competiveness. This research intends to find whether the spice of innovative teaching has gone far enough to be carefully chopped, marinated, and blended for the digital natives. One of the main contributing factors for the learning benefits of technology is gamification which is used to facilitate classroom management and collect immediate feedback from the teaching process. It turns the teaching and learning processes virtual because it is compatible with every digital device, so that the creation of Kahoot! came as a godsend to the classroom. Therefore, the purpose of this research was to reveal how the behavioral and attitudinal mindset among adult learners learning business English was affected because of the implementation of Kahoot!. This study was carried out in a business school during the pandemic. A total of two Business English Training courses were examined. These courses were taught by the same instructor using a uniform textbook. Kahoot! was incorporated into these courses at the end of a teaching session when a unit was finished. A questionnaire consisting of a total of 18 items, grouping under categories on learning environment, applications of Kahoot!, and anticipation of gamification, was distributed at the end of the semester. Descriptive statistics was conducted to summarize the learning experiences. Responses identified that Kahoot! has a positive impact and further assured the engaging attributes of gamification.
尽情享受Kahoot吧!——《美味课堂:在商学院体现游戏化,作为数字原住民创新的良方》
创新教学旨在创造学习者能力和竞争力的共振增强。这项研究旨在发现创新教学的香料是否已经足够深入,可以为数字原住民精心切割,腌制和混合。技术带来学习好处的主要因素之一是游戏化,它被用来促进课堂管理,并从教学过程中收集即时反馈。它将教学和学习过程变为虚拟,因为它与所有数字设备兼容,因此Kahoot!真是天赐之物。因此,本研究的目的是为了揭示Kahoot!的实施对成人商务英语学习者的行为心态和态度心态有何影响。这项研究是在流感大流行期间在一所商学院进行的。共测试了两门商务英语培训课程。这些课程由同一讲师使用统一的教科书讲授。Kahoot !在教学结束时,当一个单元完成时,被纳入这些课程。问卷共18项,按学习环境、Kahoot!应用等类别进行分组。,以及对游戏化的期待,在学期末分发。采用描述性统计方法总结学习经验。回应表明,Kahoot!具有积极的影响,并进一步确保游戏化的吸引力。
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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