2021
DOI: 10.1007/s10639-020-10425-8
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Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE

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Cited by 38 publications
(36 citation statements)
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“…Regarding the positive results, which highlight the increase in motivational outcomes [12][13][14], other studies, such as [15][16][17], have pointed out an improvement in classroom dynamics, an increase in the enjoyability of lectures, the opportunity for guided thinking and review, etc. On the other hand, while the authors of [11][12] did not find significant learning results, and the authors of [13] found that a low score on the scoreboard and insufficient technological skills affect the process negatively, the authors of [4,15] found it to be an effective learning strategy.…”
Section: Gamification At University With Kahoot!mentioning
confidence: 94%
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“…Regarding the positive results, which highlight the increase in motivational outcomes [12][13][14], other studies, such as [15][16][17], have pointed out an improvement in classroom dynamics, an increase in the enjoyability of lectures, the opportunity for guided thinking and review, etc. On the other hand, while the authors of [11][12] did not find significant learning results, and the authors of [13] found that a low score on the scoreboard and insufficient technological skills affect the process negatively, the authors of [4,15] found it to be an effective learning strategy.…”
Section: Gamification At University With Kahoot!mentioning
confidence: 94%
“…is very versatile, enabling the selection of the type of answer-true-false, simple multiple answer, etc.-to include images and videos, or to configure different variables, such as the available time to answer the questions [10]. After each question, the correct answer is shown, and the teacher can explain each answer, which is where the pedagogical potential lies [11]. Another key point is that, after each question, the game ranks players based on speed and accuracy, and at the end of the quiz, the names of the top five players are displayed on the leaderboard.…”
Section: Gamification At University With Kahoot!mentioning
confidence: 99%
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“…Bu uygulamanın temel amacı, öğretim sürecinde kullanılabilecek kısa sınav veya anket oluşturmaktır. Kahoot uygulaması dışında Quizlet, Socrative ve TalentLMS gibi çeşitli öğrenci yanıtlama sistemleri de aktif öğrenmeyi desteklemek için öğrenme ortamlarında sıklıkla kullanılmaktadır (Alawadhi & Abu-Ayyash, 2021). Ancak bu araçların ücretli olması veya oyunlaştırma bileşenlerini içermemesi nedeniyle Kahoot öğrenme ortamlarında daha fazla tercih edilen bir uygulama olarak karşımıza çıkmaktadır (Wang, 2015).…”
Section: Oyunlaştırılmış çEvrimiçi Yanıtlama Uygulaması: Kahootunclassified
“…Tablo 1'de Kahoot ile ilgili yapılan ve öne çıkan çalışmaların bir özeti sunulmuştur. Tablo 1'de görüldüğü üzere Kahoot uygulamasının öğrenme ortamlarında akademik başarı (Göksün & Gürsoy, 2019;Iwamoto vd., 2017), öğretmen eğitimi (Özüdoğru, 2020;Saraçoğlu & Kocabatmaz, 2019;Zengin vd., 2017), motivasyon, derse yönelik tutum ve katılım (Alawadhi & Abu-Ayyash, 2021;Holbery, 2020;Tetik & Korkmaz, 2018) gibi önemli öğrenme çıktıları üzerinde pozitif etkileri bulunmaktadır.…”
Section: Kahoot Ile Ilgili Yapılan çAlışmalarunclassified