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    • List of Articles Mohammad Bagher Khatibi

      • Open Access Article

        1 - The Effect of Genre-Based Teaching on EFL Learners' Speaking Performance
        محمدباقر خطیبی
        Abstract The present study examined the effect of genre-based tasks on EFL learners' speaking performance and probed whether genre-based tasks may empower EFL learners to perform better on speaking tests. A further concern of the study was to explore whether the effect More
        Abstract The present study examined the effect of genre-based tasks on EFL learners' speaking performance and probed whether genre-based tasks may empower EFL learners to perform better on speaking tests. A further concern of the study was to explore whether the effect of genre-based tasks on speaking ability of EFL learners varied across different age groups, i.e. teenagers (13-16 years old) and young adults (24-27 years old). To this end, some generic based consciousness-raising tasks (CRT) were adapted from the model proposed by Benedict (2006) to develop control of a genre used as the treatment procedures. Two different speaking tests of different genres (e.g. recount, report, review, etc.), used as pretest and posttest, were administered to 120 senior university students majoring in English language translation. The results indicated that consciousness-raising tasks significantly affected EFL learners' speaking performance. However, the effect of generic-based CRTs did not vary across different age groups. Overall, the findings provided empirical support for the facilitative effect of generic-based consciousness-raising tasks on speaking performance of EFL learners. The findings may promise implications for EFL speaking syllabuses and provide guidelines to designers to accommodate the insights derived from the genre-based instruction perspective. Manuscript profile
      • Open Access Article

        2 - 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 More
        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. Manuscript profile