2019
DOI: 10.18510/hssr.2019.7426
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Benefits and Challenges of Using Game-Based Formative Assessment Among Undergraduate Students

Abstract: Purpose of the study: This research aims to identify the advantages and challenges faced by TESL undergraduates from Universiti Kebangsaan Malaysia in using Kahoot as a formative assessment tool in a course, i.e., Teaching of Writing in English as a Second Language Context. Methodology: The research instruments employed are semistructured interviews and questionnaire. All 46 Year 3 TESL students enrolled in the course responded to the questionnaire, while five of them responded to the individual intervie… Show more

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Cited by 38 publications
(36 citation statements)
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“…Gamification is the application of game-based elements and game design techniques in non-game context (Boyinbode, 2018;Bagunaid, et al, 2019;Duy, 2018;Inchamnan, 2019;Ryder & Machajewski, 2017;Zakaria & Rosli, 2019). The use of gamification in a learning environment is seen as an important additional tool in one's learning experience (Mohammad, et al, 2019). In gamified learning experiences, students are responsible to evaluate their learning progress.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is the application of game-based elements and game design techniques in non-game context (Boyinbode, 2018;Bagunaid, et al, 2019;Duy, 2018;Inchamnan, 2019;Ryder & Machajewski, 2017;Zakaria & Rosli, 2019). The use of gamification in a learning environment is seen as an important additional tool in one's learning experience (Mohammad, et al, 2019). In gamified learning experiences, students are responsible to evaluate their learning progress.…”
Section: Introductionmentioning
confidence: 99%
“…In addition, students' critical thinking skills can be improved through the use of this media (Wihartanti et al 2019). By utilizing the available features, the evaluation of learning can be done with media quizziz (Noor, 2020;Arif et al 2019).…”
Section: Resultsmentioning
confidence: 99%
“…These reasons significantly reduce the didactic potential of digital applications supporting education quest technology in the context of the digital education environment. F. K. M. Arif, N. Z. Zubir, M. Mohamad, M. M. Yunus as a team of authors and developers of interactive applications with the ability to support the technology of the educational quest with the potential for the formation of high-demanded competencies in modern society, indicate in most cases, in practice there is no broad discussion of the form and content of resources with participants in the digital educational environment [22]. Analyzing the various functions of digital services that stimulate student personality development and support educational and cognitive goals, we conclude that most of these services correspond to the high-demanded competencies of professionals of the future [8].…”
Section: Literature Reviewmentioning
confidence: 99%