Kahoot, Quizizz, and Quizalize in the English Class and their Impact on Motivation

IF 0.4 Q4 EDUCATION & EDUCATIONAL RESEARCH
José Antonio España-Delgado
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引用次数: 0

Abstract

The Covid-19 pandemic changed the way education was being taught. Due to school closures to prevent the spread of the disease, the education system resorted to distance learning as a way to grant students' learning process. This research article reports a mixed-method study on technological resources and their impact on motivation during online lessons. The study seeks to explore the students' perceptions regarding the implementation of some game-based learning platforms (Kahoot, Quizizz, and Quizalize) during their EFL virtual classes and to determine the impact of these platforms on students' motivation toward language learning. A convergent parallel design was implemented to gather quantitative and qualitative data from the twenty-seven participants of the study simultaneously. A four-point Likert scale questionnaire and a focus group were the instruments employed to collect this statistical and descriptive information. The results show that the students perceived Kahoot, Quizizz, and Quizalize as useful, entertaining, fun, and engaging tools. As a conclusion, the enjoyment factor of these tools increases learner motivation and level of attainment.
Kahoot, Quizizz和Quizalize在英语课堂上及其对动机的影响
新冠肺炎大流行改变了教育的教学方式。由于学校关闭以防止疾病传播,教育系统将远程学习作为学生学习过程的一种方式。这篇研究文章报道了一项关于技术资源及其对在线课程动机影响的混合方法研究。本研究旨在探索学生在EFL虚拟课堂上对一些基于游戏的学习平台(Kahoot、Quizizz和Quizalize)的实施的看法,并确定这些平台对学生语言学习动机的影响。采用收敛并行设计,同时从27名研究参与者那里收集定量和定性数据。四点Likert量表和焦点小组是收集这些统计和描述性信息的工具。结果表明,学生们认为Kahoot、Quizizz和Quizalize是有用、有趣和引人入胜的工具。总之,这些工具的乐趣因素提高了学习者的动机和成就水平。
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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来源期刊
How-A Colombian Journal for Teachers of English
How-A Colombian Journal for Teachers of English EDUCATION & EDUCATIONAL RESEARCH-
自引率
0.00%
发文量
21
审稿时长
16 weeks
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