QUIZIZZ ATAU KAHOOT, GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS

Rita Karmila Sari, Siti Nurani
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引用次数: 2

Abstract

Gamification is the comprehensive use of game features with the aim of improving student’s performance and motivation in learning. The purpose of this present research is to conduct a systematic review of previous relevant research using the Quizizz and Kahoot! in learning English during 2021. The research method employed a Literature Study through a search on the Google Scholar page. Synthesis of literature data was analyzed from various components of students’ needs in learning English using Quizziz and Kahoot! The results point out that the online learning application Quizizz and Kahoot! have various advantages for learning English, among others, increasing the students’ ability and motivation in participating in the process of learning English actively and communicatively.
QUIZIZZ或KAHOOT,英语学习的加法
游戏化是综合运用游戏的特点,目的是提高学生的学习成绩和学习动机。本研究的目的是对以往的相关研究进行系统的回顾,使用Quizizz和Kahoot!在2021年学习英语。研究方法采用文献研究,通过b谷歌学者页面的搜索。运用Quizziz和Kahoot!从学生学习英语需求的各个组成部分综合文献数据进行分析。结果指出在线学习应用Quizizz和Kahoot!对学习英语有各种好处,其中之一是提高学生积极、交流地参与英语学习过程的能力和动机。
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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