Language Learning in the 21st Century: Malaysian ESL Students' Perceptions of Kahoot!

Q3 Social Sciences
Debbita Ai Lin Tan, B. Lee, M. Ganapathy, S. Kasuma
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引用次数: 14

Abstract

Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students (n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the sessions covered various English language learning components including vocabulary and reading comprehension, but focused largely on grammar. At the end of the semester, the participants completed a 34-item questionnaire comprising closed- and open-ended items. The questionnaire was tested for reliability with returned values indicating high internal consistency, thus making the instrument a reliable option for use in future studies. The study's findings indicate that the students found Kahoot! to be beneficial in terms of: 1) inducing motivation, and 2) fostering and reinforcing learning. The students were also of the opinion that Kahoot! would be useful for foreign language learning (for instance, Spanish and French).
21世纪的语言学习:马来西亚ESL学生对Kahoot的认知!
Kahoot !是一个为互动学习而设计的游戏系统,可用于所有年龄段的学生。本研究涉及两组马来西亚ESL学生(n = 57),他们参加了一所公立大学的英语水平补习课程。所有57名参与者每周都接受Kahoot!一个学期的课程;这些课程涵盖了英语学习的各个方面,包括词汇和阅读理解,但主要集中在语法上。在学期结束时,参与者完成了一份包含34个项目的问卷,其中包括封闭式和开放式项目。问卷的可靠性测试,返回值表明高度内部一致性,从而使该仪器成为未来研究中使用的可靠选择。研究结果表明,学生们发现了Kahoot!在以下方面是有益的:1)诱导动机;2)促进和加强学习。学生们也认为,卡胡特!对学习外语(比如西班牙语和法语)很有用。
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
CiteScore
1.70
自引率
0.00%
发文量
39
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