Investigating the Acceptance of Kahoot! for Warm-up Activities: A Case Study in Higher Education in Vietnam

TEM Journal Pub Date : 2024-02-27 DOI:10.18421/tem131-29
Anh Tuan Pham, Toan Bao Nguyen
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Abstract

Gamification has been applied in language education by many educators all over the world. Kahoot!, known as a gamified learning platform, has a positive effect on English language education when it is utilized as a useful teaching tool in educational institutions. Despite multiple attempts to assess this gamified tool, not much research has concentrated on how well Vietnamese students accept the use of Kahoot! for warm-up activities. Employing a 22-item questionnaire using a five-point Likert scale and a semi-structured interview with the participants of 175 university students, the study aims to explore students' acceptance of using Kahoot! for warm-up activities. The survey questionnaire was created using the technology acceptance model (TAM) as the fundamental framework to investigate students' acceptance of using Kahoot! for warm-up activities. Results indicate that participating students highly appreciated and were satisfied with the use of Kahoot! for warm-up activities because of its pedagogical benefits. It is to suggest practical implications for language educators in using Kahoot! for warm-up activities in different educational settings.
调查热身活动对 Kahoot!越南高等教育案例研究
游戏化已被世界各地的许多教育工作者应用于语言教育。Kahoot!作为一种游戏化学习平台,在教育机构中作为一种有用的教学工具,对英语教育产生了积极的影响。尽管对这一游戏化工具进行了多次评估,但有关越南学生对使用 Kahoot! 进行热身活动的接受程度的研究并不多。本研究采用五点李克特量表和半结构式访谈法,对175名大学生进行了22个项目的问卷调查,旨在探讨学生对在热身活动中使用Kahoot!的接受程度。调查问卷以技术接受模型(TAM)为基本框架,调查学生对使用 Kahoot! 进行热身活动的接受程度。结果表明,参与调查的学生对使用 Kahoot! 进行热身活动表示高度赞赏和满意,因为它具有教学优势。这为语言教育工作者在不同的教育环境中使用 Kahoot!
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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