A Systematic Analysis of Kahoot's Potential as a Tool for Improving EFL Instruction DOI Open Access

Priaditya Tri Hadi,

Biladt Septananda Roseandree Biladt Septananda Roseandree,

Zidanu Fatoni

и другие.

Journal of World Englishes and Educational Practices, Год журнала: 2024, Номер 6(2), С. 01 - 17

Опубликована: Май 31, 2024

This research provides a meta-analysis of an issue regarding the effectiveness using Kahoot in English language learning environments from 2020 to 2024, focusing on yearly publication rate, participant demographics, challenges, and benefits. It delves into impact technology integration gamification student outcomes, emphasizing importance motivation engagement educational settings. The systematic review explores some papers about Kahoot! improving results for Foreign Language classes. highlights benefits education, Kahoot's ability engage students' academic performance. study also found gaps among EFL students, including technology, competition, time management, classroom content creation, cultural relevance, pedagogy. However, it shows several benefits, such as improved interest process, better subject perception, higher class participation, more lively state. Following results, researcher hopes this paper could give impression that can provide great tools learning, either learners or teachers.

Язык: Английский

Game-Based Online Dynamic Glosses: Learners’ Attitudes and the Effects on Second Language Vocabulary Acquisition and Multidimensional Engagement DOI
Zahra Fakher Ajabshir, Saman Ebadi,

Sajad Velayati

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2025, Номер unknown, С. 1 - 13

Опубликована: Март 12, 2025

Язык: Английский

Процитировано

0

Jogo educacional “Glicoquest”: instrumento digital auxiliar no estudo de bioquímica de estudantes dos cursos da saúde DOI

Tiemi Nicole Shimabukuro Corradi,

Nara Emily Knopp Bayer, Alexa Aparecida Lara Marchiorato

и другие.

Caderno Pedagógico, Год журнала: 2025, Номер 22(6), С. e15453 - e15453

Опубликована: Апрель 9, 2025

O estudo e compreensão da Bioquímica, requerida em diversas áreas de graduação, são considerados complexos devido à abstração linguagem específica envolvidos seu aprendizado. No entanto, entender os processos que regem a manutenção vida, estrutura função metabólicas é importante para haja do bom funcionamento organismo as repercussões quando isto não ocorre forma adequada. Por conta disso, medidas visam descomplicar este processo aprendizado importantes. Tendo vista evolução ambiente digital implementá-la no ensino mostra-se como uma cativar o estudante. Com isso, entende-se relevância gamificação cenário atual. Esta pesquisa objetivou desenvolver um jogo atue auxílio entendimento especificamente glicose, metabolismo ciclo ácido cítrico. Para foi dividida três etapas: caracterização conteúdo ser abordado jogo, elementos importantes devem compor objetiva educação e, por último, desenvolvimento design jogo. Através dos resultados, exposto base construção protótipo, assim template normas Entende-se deste aplicativo pode auxiliar estudantes Ensino Superior aprendizagem, afinal, ao jogá-lo, aluno tem experiência estimulante, qual propicia aquisição conhecimento.

Процитировано

0

AI in Educational Design and Technological Development DOI
Salaheldin Edam

Advances in educational technologies and instructional design book series, Год журнала: 2024, Номер unknown, С. 25 - 60

Опубликована: Апрель 22, 2024

Artificial intelligence (AI) has both benefits and challenges in education. AI can customize learning experiences, enhance teaching methods, foster equal opportunities However, ethical implications potential biases linked to AI-generated data are concerns. AI-driven tools like adaptive systems intelligent tutoring have the revolutionize The chapter explores a range of systems, including natural language processing. thoroughly analyzed. Suggestions on how responsibly incorporate into field education offered. utilization been discovered experiences address disparity educational opportunities, ultimately resulting more inclusive equitable system. development curricula for various levels is also key area focus ensure that realized an responsible manner.

Язык: Английский

Процитировано

1

The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial DOI Creative Commons
Abeer Ali Alnuaim

JMIR Serious Games, Год журнала: 2024, Номер 12, С. e52017 - e52017

Опубликована: Авг. 23, 2024

Abstract Background In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill 21st century, become vital aspect modern education, enabling students to navigate, critically assess, and effectively use digital tools. As educators strive boost engagement outcomes, gamification appeared as an auspicious pedagogical approach. By applying game mechanics nongame contexts, seeks create more immersive experience. Objective This research paper aims investigate impact acceptance by learners literacy course at undergraduate level. Methods pre-post intervention study, 168 were randomly assigned either experimental group (gamification based) or control (conventional) condition. Both groups participants learned same topics literacy. Results Empirical findings showed that from had better academic performance than those who not exposed game-based environment. The participants’ prior experience with was found be significant predictor their course. Conclusions study provides evidence supporting potential benefits enhancing opens door for further exploration implementation gamified approaches higher settings.

Язык: Английский

Процитировано

0

It’s Your Move: Teaching Biomedical Literature Searching With Gaming Technologies DOI
Brandy Klug

Journal of Hospital Librarianship, Год журнала: 2024, Номер 24(4), С. 381 - 387

Опубликована: Сен. 18, 2024

Язык: Английский

Процитировано

0

Forming the Depth-Annex-Motion-Placement (DAMP) Conceptual Model for Gamified Learning DOI
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya

и другие.

Advances in educational technologies and instructional design book series, Год журнала: 2024, Номер unknown, С. 117 - 140

Опубликована: Окт. 31, 2024

Gamification is known as the use of game-like elements within a non-game context. The gamification in classroom setting, also gamified learning aims to improve process by constructing low-risk and well-structured environment for students. educational context has proven be able increase motivation, engagement, retention knowledge performance. In this paper, authors inquired into previous relevant research wish contribute field proposing DAMP model which dealt with depth (shallow, deep total), annex (plugged or unplugged, online offline), motion (static dynamic), placement (intra extra) consideration 8Ts namely task, target, technology, time, technique, tariff, tensity terrain. proposed hopes serve guideline provide new insights future educators instructional designers when classroom.

Язык: Английский

Процитировано

0

Managing Exam Anxiety and Improving Time Management with Digital Platforms DOI Creative Commons

Dessy Ekawati,

Baderi Baderi

Jurnal Ilmiah Perawat Manado (Juiperdo), Год журнала: 2024, Номер 12(2), С. 127 - 139

Опубликована: Дек. 29, 2024

Introduction: Exam anxiety is a major issue affecting academic performance among students worldwide, primarily due to the pressure meet high expectations and poor time management. Research Objective: This study aims evaluate effectiveness of digital platforms (Quizizz, Kahoot!, Socrative) in reducing exam improving management skills at ITSKes ICME Jombang. Method: A quantitative design with pre-post test approach was used, randomly selected sample 98 from population 130. Data were collected through questionnaires, as well results, analyzed using Wilcoxon Ranks Test Kruskal-Wallis Test. Results: The findings indicate that platform-based interventions significantly improved performance, Quizizz proving be most effective platform, levels enhancing skills. Conclusion: Digital are proven students' skills, particularly helping female manage flexible structured self-study features. Keywords: anxiety, management, platform

Язык: Английский

Процитировано

0

A Systematic Analysis of Kahoot's Potential as a Tool for Improving EFL Instruction DOI Open Access

Priaditya Tri Hadi,

Biladt Septananda Roseandree Biladt Septananda Roseandree,

Zidanu Fatoni

и другие.

Journal of World Englishes and Educational Practices, Год журнала: 2024, Номер 6(2), С. 01 - 17

Опубликована: Май 31, 2024

This research provides a meta-analysis of an issue regarding the effectiveness using Kahoot in English language learning environments from 2020 to 2024, focusing on yearly publication rate, participant demographics, challenges, and benefits. It delves into impact technology integration gamification student outcomes, emphasizing importance motivation engagement educational settings. The systematic review explores some papers about Kahoot! improving results for Foreign Language classes. highlights benefits education, Kahoot's ability engage students' academic performance. study also found gaps among EFL students, including technology, competition, time management, classroom content creation, cultural relevance, pedagogy. However, it shows several benefits, such as improved interest process, better subject perception, higher class participation, more lively state. Following results, researcher hopes this paper could give impression that can provide great tools learning, either learners or teachers.

Язык: Английский

Процитировано

0