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Wyświetlanie 1-7 z 7
Tytuł:
KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?
Autorzy:
Zarzycka-Piskorz, Ewa
Powiązania:
https://bibliotekanauki.pl/articles/955501.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
gamification
Kahoot
grammar instruction
Opis:
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a language. There are certain game elements that could be used in non-game contexts to trigger effective player engagement as well as persistence and motivation to win/learn. The paper outlines the influence of specific game elements onto players, presents the motivational aspects of game involvement, and investigates what game elements could be responsible for increasing motivation to participate and engage in a grammar learning game. All of these are investigated on the example of a Kahoot.it online game, which was used with the General English language course students attending the classes in The Modern Languages Centre at the Pedagogical University, Cracow, Poland. The main objective of the research paper is to observe and assess how the students’ motivation increases – if – to learn and practise grammar and how effective this mode of learning is. It also presents the teachers’ evaluation of the design process, its implementation and recommendations for further use.
Źródło:
Teaching English with Technology; 2016, 16, 3; 17-36
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Leveraging gamification into EFL grammar class to boost student engagement
Autorzy:
Ardi, Priyatno
Rianita, Elvira
Powiązania:
https://bibliotekanauki.pl/articles/2087256.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
student engagement
EFL grammar learning
gamification
Kahoot!
Opis:
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations, reflective journals, and interviews. The results revealed that the platform enhanced student engagement in EFL grammar learning in six ways, namely enabling students to set goals, helping students focus more on the tasks, facilitating students to build enthusiasm and interest in learning, allowing students to experience playful learning activities, facilitating students to collaborate with their friends, and fulfilling students’ need of reward and sense of competition. The students were also reported to exhibit behavioral, cognitive, and emotional dimensions of engagement during the implementation of Kahoot!. The findings have important implications for EFL grammar learning and teaching. In addition to the affordances of Kahoot!, teachers are still central to the implementation of the platform to engage the students in EFL grammar learning.
Źródło:
Teaching English with Technology; 2022, 22, 2; 90-114
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
ENHANCEMENT OF PERFORMANCE AND MOTIVATION THROUGH APPLICATION OF DIGITAL GAMES IN AN ENGLISH LANGUAGE CLASS
Autorzy:
Wichadee, Saovapa
Pattanapichet, Fasawang
Powiązania:
https://bibliotekanauki.pl/articles/955431.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
gamification
Kahoot
digital games
language learning
motivation
Opis:
The study was conducted to find out what impact a digital game had on students’ learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game Kahoot whereas the control group was taught with the conventional method. Pre-tests, post-tests, and questionnaires on the students’ motivation and attitudes toward gamification in language learning were the instruments used in this study. The data were analyzed using Independent t-tests and One-way Analysis of Covariance. The results revealed statistically significant differences with regard to learning performance and motivation at 0.05. The experimental group obtained higher scores than the control group, and the motivation of students in the experimental group was much higher than that of the control group. In addition, the results of a survey indicated that students had positive attitudes towards application of digital games in language learning.
Źródło:
Teaching English with Technology; 2018, 18, 1; 77-92
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Use of Digital Tools During Distance Learning
Autorzy:
Shcherbakova, Olena
Nikiforchuk, Svitlana
Powiązania:
https://bibliotekanauki.pl/articles/28831903.pdf
Data publikacji:
2023-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
information and communication technologies
Moodle
presentation
Canva
Kahoot
Opis:
The article reveals the problem of the simultaneous development of methods of the use of information and communication technologies application in the teaching process of an educational institution. In the current conditions of education, in the conditions of war, the educational model can exist only in combination with the use of modern technologies for teaching English. The education system needs to modernize teaching methods by means of innovative tools of information and communication technologies and to carry out such training of teachers at the state level, as well as to rely on the self-education of active teachers-practitioners. Instead of simply restricting students to linear displays, such as reading text from a book, media products create this process by involving various elements to make it more dynamic and interesting. The authors analyzed the advantages and peculiarities of the technology which are actively used in the presentation of information. When introducing and updating lexical or grammatical material, it is effective to use presentations that contain not only certain information, grammatical material, but also slides with illustrations, pictures, and small text tasks. The authors also gave information about some wide spread digital platforms for teaching and learning that are convenient as for teachers so for students. Moodle is an integration platform for teaching a foreign language: it is quite stable, scalable, and modularity and support for open integration protocols have been a priority for developers from the very beginning. Puzzle English is an online platform (website and mobile applications) for self-study of a foreign language. Kahoot is a free educational platform that can be used to conduct interactive classes and test students’/pupils’ knowledge through online testing. It is suitable for studying any academic discipline in any education institution. Canva was created as a graphic resource, but now it is actively used by teachers.
Źródło:
Viae Educationis; 2023, 1; 36-44
2956-2856
Pojawia się w:
Viae Educationis
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Improving english vocabulary learning through Kahoot!: a quasi-experimental high school experience
Autorzy:
Flores Quiroz, Martín
Gutiérrez, Ricardo
Rocha, Franco
Paz Valenzuela, María
Vilches, Cynthia
Powiązania:
https://bibliotekanauki.pl/articles/2085231.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
English vocabulary
Kahoot!
ICT
Game-based learning
Opis:
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to determine whether there was any variation. The interventions in each group consisted of two lessons a week for four weeks. In particular, the results of the experimental treatment indicated an improvement regarding English vocabulary knowledge using the Kahoot! app, with a significant variation and a medium effect size. In general, this suggests the necessity of implementing new strategies with the available ICTs at hand to enhance the learning of English in Chilean classrooms.
Źródło:
Teaching English with Technology; 2021, 21, 2; 3-13
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Digital vocabulary class in English for railway mechanical technology
Autorzy:
Isti Pratiwi, Damar
Ubaedillah, Ubaedillah
Powiązania:
https://bibliotekanauki.pl/articles/2087083.pdf
Data publikacji:
2021
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
English for Railway Mechanical Technology
Kahoot!
Socrative
Teaching Vocabulary
Opis:
The need to develop online classes in the COVID-19 pandemic era was undeniable. This study aimed to investigate students’ learning achievement and their feedback in digital vocabulary class, which utilized Kahoot! and Socrative as drilling practice tools. It was quasi-experimental research on first-year students of the Railway Mechanical Technology program in Indonesian Railway Polytechnic (N=48). The primary data was gathered from vocabulary pretest and posttest. Then, the test results were analyzed using paired t-test, Pearson r correlation, and Cohen d coefficient. The supporting data were collected by giving a questionnaire to know students’ feedbacks. The results revealed that the digital class effectively improved students’ learning vocabulary achievement in English for railway mechanical technology. The questionnaire results showed positive feedback from the students in learning through digital platforms.
Źródło:
Teaching English with Technology; 2021, 21, 3; 67-88
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
INTEGRATING TECHNOLOGY INTO ESP CLASSES: USE OF STUDENT RESPONSE SYSTEM IN ENGLISH FOR SPECIFIC PURPOSES INSTRUCTION
Autorzy:
Asmalı, Mehmet
Powiązania:
https://bibliotekanauki.pl/articles/940972.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
Clicker
mobile technology in language teaching
student response system
English for specific purposes
Kahoot!
gamification
Opis:
This paper presented the results of an experimental study investigating the impact of clicker use through a smart phone application called Kahoot!. Despite positive results of clicker use in the existing General English literature, the impact of clicker use has not been examined in the field of ESP. To address this issue, this study investigated the effectiveness of clickers by comparing pre-test and post-test scores of a control and an experimental group and the scores of male and female participants in the experimental group. The results of a 10-week implementation of clicker use with the students of tourism and hospitality department in the experimental group indicated that while post-test scores were significantly higher for the experimental group than for the control group, there was not a statistically significant difference between the post-test scores of male and female participants in the experimental group. Implications for teaching ESP with the help of technology and suggestions for further research were also provided.
Źródło:
Teaching English with Technology; 2018, 18, 3; 86-104
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-7 z 7

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