USING KAHOOT! IN VOCABULARY LEARNING: EVIDENCE FROM A VIETNAMESE HIGHER EDUCATION CONTEXT

T. Pham, Diem Chi Thi Duong
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Abstract

This study aims to find out how undergraduate English students at a Vietnamese institution felt about utilizing Kahoot to learn vocabulary. Using a sequential explanatory mixed-methods design, the study collected and analyzed quantitative and qualitative data from 53 first-year English major students. The participants in the study regarded the game to be enjoyable, although their involvement was not consistent throughout the trial. Interaction, engagement, focus, competition, and motivation were also essential characteristics that contributed to students' pleasant learning experiences and helped them enhance their vocabulary learning, particularly in terms of retention. Based on these important findings, certain recommendations have been made addressing the necessity to incorporate more digital-game-based activities into classroom education in order to motivate students better and maintain classroom engagement.  
使用KAHOOT !词汇学习:来自越南高等教育背景的证据
本研究旨在了解一所越南院校的英语本科生使用Kahoot学习词汇的感受。本研究采用序贯解释混合方法设计,收集并分析了53名英语专业一年级学生的定量和定性数据。研究参与者认为这个游戏很有趣,尽管他们的参与程度在整个试验过程中并不一致。互动、参与、专注、竞争和动机也是促进学生愉快学习经历的基本特征,并帮助他们提高词汇学习,特别是在记忆方面。基于这些重要的发现,我们提出了一些建议,认为有必要将更多基于数字游戏的活动纳入课堂教育,以更好地激励学生并保持课堂参与度。
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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