Learner Engagement in Using Kahoot! within a University English Proficiency Course

Q3 Social Sciences
Mohd Zulfadli Mat Husin, Ruhil Amal Azmuddin
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引用次数: 2

Abstract

Background / purpose – Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners’ needs. This study explored the suitability of Kahoot! as one of the most commonly used game-based learning platforms in education. The aim of study was to determine whether Kahoot! can be used to engage learners and reinforce learning for academic purposes in higher education institutions. Materials / methods – Data were collected among 80 science and technology undergraduate students enrolled to an “English for Academic Communication” course, which is compulsory for English language proficiency at the participant university. The students were exposed to the use of Kahoot! through several predetermined quizzes conducted during their lessons over a single 14-week semester. The study employed a two-part, 24-item, Likert-type scale administered via Google Forms. The questionnaire was assessed using Cronbach alpha reliability analysis, which yielded a score of .97, confirming the questionnaire to be a reliable instrument. Results – The study’s findings revealed that the participant students found Kahoot! to be fun, enjoyable, engaging, and interesting to use. Conclusion – The participant students also believed that Kahoot! was able to consolidate and reinforce learning in academic courses, which is integral to the higher education context in terms of creating better classroom dynamics.
学习者参与使用Kahoot!参加大学英语水平课程
背景/目的——基于游戏的学习在高等院校的教育工作者中越来越受欢迎。然而,对于教育工作者来说,确定当前可用的基于游戏的学习平台最适合学习者的需求是一项艰巨的任务。本研究探讨了Kahoot!作为教育领域最常用的游戏学习平台之一。研究的目的是确定Kahoot!可以用来吸引学习者,并加强学习的学术目的在高等教育机构。资料/方法-数据收集自80名参加“学术交流英语”课程的理工科本科生,该课程是参与大学英语语言能力的必修课。学生们接触到了Kahoot!在一个为期14周的学期中,他们在课堂上进行了几次预先设定的测验。这项研究采用了李克特式量表,分为两部分,共24个项目,通过谷歌表格进行管理。采用Cronbach alpha信度分析对问卷进行评估,结果为0.97分,证实问卷是一个可靠的工具。结果-研究结果显示,参与研究的学生发现Kahoot!使用起来有趣、愉快、吸引人、有趣。结论-参与的学生也相信Kahoot!能够巩固和加强学术课程的学习,就创造更好的课堂动态而言,这是高等教育环境中不可或缺的一部分。
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
Educational Process International Journal
Educational Process International Journal Social Sciences-Education
CiteScore
3.40
自引率
0.00%
发文量
10
审稿时长
20 weeks
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