• فهرس المقالات Kahoot

      • حرية الوصول المقاله

        1 - The Potential of Using Kahoot to Empower EFL Learners : An Experience of Game-based Learning
        Mohammad Bagher Khatibi Alireza Badeleh
        These days, educationists and students are growing enthusiasm for digital learning which is based on pedagogical games. A review of the body of research confirms that these online instructional games are efficient at getting the learners involved in the learning process أکثر
        These days, educationists and students are growing enthusiasm for digital learning which is based on pedagogical games. A review of the body of research confirms that these online instructional games are efficient at getting the learners involved in the learning process. The present research investigates using an online educational game-based platform called Kahoot to enhance learning English for Academic Purposes (EAP) and sustains the hypothesis that it enriches the traditional, teacher-centered classrooms by having EFL learners more engaged, motivated, and involved. Applying a mixed-method study, around 100 EFL undergraduates were surveyed and evaluated based on a semester-long involvement in Kahoot games in an EAP course. The subjects were interviewed for their perceptions of using Kahoot and also evaluated statistically by their performance on the achievement test of the course. The findings of the project confirm an enhancement of the EFL learners' language skill performance. Furthermore, Kahoot helped EFL learners experience a high degree of engagement in comparison with traditional teaching methods. Besides, new horizons toward the future of application of Kahoot in EFL learning are discussed. Consequently, both parts of the study i.e., qualitative and quantitative, approved that playing Kahoots, as a platform for game-based learning, was highly engaging, educationally helpful, and motivating. تفاصيل المقالة
      • حرية الوصول المقاله

        2 - Role of Gamification in Doing Homework by Iranian EFL Learners
        Mehrnoosh Panahandeh Azizeh Chalak
        Gamification is the process of integrating games digitally to motivate people to achieve their goals. It could be employed in educational settings to maximize the enjoyment and engagement of learners and inspire them to continue learning. This paper addresses the design أکثر
        Gamification is the process of integrating games digitally to motivate people to achieve their goals. It could be employed in educational settings to maximize the enjoyment and engagement of learners and inspire them to continue learning. This paper addresses the design and implementation of Gamification as a tool for doing homework by Iranian EFL learners. Two groups of 30 male and female students were chosen for experimenting using Kahoot. Both groups take a pre-test as the treatment. The control group does their homework conventionally, but the experimenting group does it by Kahoot. At the end of the term, both groups take a post-test. The experimenting group receives a gaming survey, in which 10 English instructors are asked to complete an attitude survey to investigate their attitudes toward using Gamification. The T-test formula used in the experiment analyzes the results of the pre-test and post-test. The results revealed that the experimenting group outperformed the control group. Using Gamification increased the learners’ motivation, and the instructors welcomed the use of this method. In conclusion, it is stated in this article that using Gamification can be useful in teaching English to Iranian EFL adults. تفاصيل المقالة