Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation
نویسندگان
چکیده
In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated exploit online platforms tools as a more engaging alternative conventional activities. One of the engaging, enjoyable games Kahoot. The purpose this study perceive course content Kahoot in classroom increase exam scores vocabulary, student addition, also explored issues encountered by students vocabulary through impact gamification on achievement was assessed using quantitative qualitative methods first-year English department ( N = 82). findings revealed that incorporating for teaching effectively allows learners expand deeper understanding concepts indicated improvement. This method has positive engagement well Furthermore, rigorous future research needed fully understand Kahoot’s efficacy improve pedagogy classroom.
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ژورنال
عنوان ژورنال: Frontiers in Education
سال: 2022
ISSN: ['2504-284X']
DOI: https://doi.org/10.3389/feduc.2022.939884