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Wyszukujesz frazę "Kahoot" wg kryterium: Wszystkie pola


Tytuł:
KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?
Autorzy:
Zarzycka-Piskorz, Ewa
Tematy:
gamification
Kahoot
grammar instruction
Pokaż więcej
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Powiązania:
https://bibliotekanauki.pl/articles/955501.pdf  Link otwiera się w nowym oknie
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.
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
Tematy:
English vocabulary
Kahoot!
ICT
Game-based learning
Pokaż więcej
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Powiązania:
https://bibliotekanauki.pl/articles/2085231.pdf  Link otwiera się w nowym oknie
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.
Dostawca treści:
Biblioteka Nauki
Artykuł

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