Game-based student response systems: The impact of Kahoot in a chilean vocational higher education EFL classroom
Abstract
Notwithstanding the widespread use of technology in everyday life, there is scant empirical evidence of its impact on studentsâ academic learning, particularly in EFL settings. This study sought to determine the impact of a digital game-based student response system called Kahoot on studentsâ English language learning at a Chilean vocational higher-education EFL classroom. To this end, a pretest-posttest quasi-experimental study was set up. A survey was also administered to explore studentsâ perceptions of and attitudes towards the use of Kahoot in the EFL classroom. The results of the quasi-experiment showed a statistically significant difference in scores of a low-stakes test for students who used Kahoot versus students who did not. Additionally, the results from the survey indicated that studentsâ perceptions of and attitudes towards the use of Kahoot were found to be highly positive, which contributed to creating a better classroom environment and fostered a better academic performance.
Más información
| Título según SCOPUS: | Game-based student response systems: The impact of Kahoot in a chilean vocational higher education EFL classroom |
| Título de la Revista: | CALL-EJ |
| Volumen: | 21 |
| Número: | 1 |
| Editorial: | The Pacific Association for Computer Assisted Language Learning (PacCALL) |
| Fecha de publicación: | 2020 |
| Página de inicio: | 64 |
| Página final: | 78 |
| Idioma: | English |
| Notas: | SCOPUS |