Abstract:Many learners are now quite digitally skilled. However, this does not entail that they know how to learn through digital technologies. Therefore, establishing an interactive virtual learning platform that connects everyone together in a classroom environment and helping learners become familiar with such media might serve a set of purposes in any educational setting. Today, with the advances in web-based learning technologies, a hybrid teaching methodology has become widespread: blended learning. It is a term … Show more
“…On the whole, the positive perceptions of students toward gamified quizzing in the present study confirm the findings of a number of studies that reported positive perceptions of students toward gamification and gamified applications (Cheong, Filippou, & Cheong, 2014;Stanley, 2014;Dizon, 2016;Zarzycka-Piskorz, 2016;Rajšp, et al, 2017;Yildirim, 2017;Ab. Rahman, et al, 2018;Bicen & Kocakoyun, 2018;Karaaslan et al, 2018;Ortega-Arranz et al, 2019). Regarding the effect of music on students' perceptions toward Kahoot gamified quizzing, the results of the present study, especially those on perceived usefulness, partly agree with the findings of Wang and Lieberoth (2016) who concluded in their study that music and points had no significant effect on students' perceived learning.…”
Section: Discussionsupporting
confidence: 89%
“…Research has indicated that using applications that inject game elements (such as music, colors, bonuses, feedback, countdown timer, leaderboards, and points) into learning content help students learn and improve their language skills. To begin with, a number of recent studies suggested that these technologies enhance intrinsic motivation and help students learn grammar more effectively than other traditional language teaching approaches (Zarzycka-Piskorz, 2016;Karaaslan, Kilic, Guven-Yalcin, and Gullu, 2018). Similarly, it has been demonstrated that using these tools contribute significantly to students' learning of English vocabulary (Dizon, 2016).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Additionally, using gamified technologies can increase students' writing skills (Stanley, 2014). Furthermore, Karaaslan et al (2018) reported that these tools help students practice higher-order skills in a relaxed and interactive atmosphere with peers' interaction, instructor's supervision and the immediate feedback of the digital game platforms.…”
Several studies have investigated students’ perceptions toward technologies that add game elements to gamify learning content in English as a Foreign Language (EFL) classroom. Yet, identifying what specific game elements in these technologies have a significant impact on students’ perceptions has not received much attention. This quasi-experimental study aimed at exploring the effect of Kahoot music on Moroccan students’ acceptance of Kahoot gamified quizzing in the EFL classroom. Two intact groups of secondary school students were recruited for this study. One group played Kahoot Gamified Quizzes without music, while the other group played the same quizzes with music. The results of the independent samples t-test showed that the students in both groups perceived Kahoot gamified quizzing positively and that music had no significant effect on their perceptions.
“…On the whole, the positive perceptions of students toward gamified quizzing in the present study confirm the findings of a number of studies that reported positive perceptions of students toward gamification and gamified applications (Cheong, Filippou, & Cheong, 2014;Stanley, 2014;Dizon, 2016;Zarzycka-Piskorz, 2016;Rajšp, et al, 2017;Yildirim, 2017;Ab. Rahman, et al, 2018;Bicen & Kocakoyun, 2018;Karaaslan et al, 2018;Ortega-Arranz et al, 2019). Regarding the effect of music on students' perceptions toward Kahoot gamified quizzing, the results of the present study, especially those on perceived usefulness, partly agree with the findings of Wang and Lieberoth (2016) who concluded in their study that music and points had no significant effect on students' perceived learning.…”
Section: Discussionsupporting
confidence: 89%
“…Research has indicated that using applications that inject game elements (such as music, colors, bonuses, feedback, countdown timer, leaderboards, and points) into learning content help students learn and improve their language skills. To begin with, a number of recent studies suggested that these technologies enhance intrinsic motivation and help students learn grammar more effectively than other traditional language teaching approaches (Zarzycka-Piskorz, 2016;Karaaslan, Kilic, Guven-Yalcin, and Gullu, 2018). Similarly, it has been demonstrated that using these tools contribute significantly to students' learning of English vocabulary (Dizon, 2016).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Additionally, using gamified technologies can increase students' writing skills (Stanley, 2014). Furthermore, Karaaslan et al (2018) reported that these tools help students practice higher-order skills in a relaxed and interactive atmosphere with peers' interaction, instructor's supervision and the immediate feedback of the digital game platforms.…”
Several studies have investigated students’ perceptions toward technologies that add game elements to gamify learning content in English as a Foreign Language (EFL) classroom. Yet, identifying what specific game elements in these technologies have a significant impact on students’ perceptions has not received much attention. This quasi-experimental study aimed at exploring the effect of Kahoot music on Moroccan students’ acceptance of Kahoot gamified quizzing in the EFL classroom. Two intact groups of secondary school students were recruited for this study. One group played Kahoot Gamified Quizzes without music, while the other group played the same quizzes with music. The results of the independent samples t-test showed that the students in both groups perceived Kahoot gamified quizzing positively and that music had no significant effect on their perceptions.
“…For this summary, the number of games was analyzed instead of the number of papers. Considering that some authors such as Zhonggen [82] and Karaaslan [67] used multiple games, the total number of games was higher than the number of papers (n = 119). Additionally, three papers were omitted because they did not explicitly test or observe language skills or performed tests that were not fully explained.…”
Section: Are There Differences Between Bespoke and Off-the-shelf Games Regarding Their Impact On Observed Outcomes Within A Specific Age mentioning
Considerable changes have occurred in language learning with the introduction of gameful approaches in the classroom and the increase in the popularity of language applications like Duolingo. A review of existing studies on such approaches to language learning shows that gamification tends to be the most popular approach. However, this popularity has been achieved at the expense of other gameful approaches, such as the use of digital games. To gain a clearer picture of the developments and gaps in the digital game-based learning research, this paper examines and categorizes observations about game elements used in published papers (n = 114) where serious and digital games were tested in language education settings. Game element analysis reveals that (1) the most frequently occurring elements in digital game-based language learning (DGBLL) are feedback, theme, points, narrative, and levels; (2) even though there was significant variance in the number of elements observed in DGBLL, both the bespoke and off-the-shelf games show similar high-frequency elements; (3) DGBLL has been applied to vocabulary acquisition and retention in many cases, but lacks implementation and testing in input and output language skills; (4) although there is some consensus on the most frequent elements, the design patterns of common elements according to age group and target language skill show considerable variance; (5) more research is needed on less common design elements that have shown promise in encouraging language acquisition. The synthesis of information from the collected papers contributes to knowledge regarding DGBLL application design and will help formulate guidelines and detect efficacy patterns as the field continues to grow.
“…Interactive Teaching is an attempt to project and construct the image of modern teacher, trying to answer the challenges of time. In a methodological sense it is a quest for better teaching techniques and learning outcomes (Hanghøj, Lieberoth, & Misfeldt, 2018;Karaaslan, Kilic, & Guven-Yalcin, 2018;Tikhomirova, Bogatyrev, & Bogatyreva, 2018). From a linguistic standpoint Interactive Teaching modern foreign languages is perceived as another attempt to construe "Language in Action".…”
Section: Professional Culture and The Concept Of Teacher Are Undergoimentioning
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