2018
DOI: 10.31108/1.2018.7.17.10
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Gamified Training Sessions as Means of Enhancing Students’ Motivation in Learning English

Abstract: Motivation is one of the vital factors in learning a language, the feelings and excitement offered by extra enthusiasm for students to learn a second language in a better way. For the past twenty years, teaching methods have been developed to enhance the students' motivation with the purpose of improving their language skills. Using games in ESL classroom is one of such methods supplementing the teachinglearning process. In this article, we examined how gamified method of teaching ESL may affect the attitude o… Show more

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Cited by 11 publications
(15 citation statements)
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“…Kahoot is, hence, using a combination of audience responses and audio/visual aids. Although other SRSs include Since the platform was released in 2013, there have been many published studies on the relationship between Kahoot and learning outcomes (Fotaris, Mastoras, Leinfellner & Rosunally, 2016), classroom dynamics (Aktekin, Çelebi & Aktekin, 2018;Licorish, Owen, Daniel, & George, 2018;Wichadee & Pattanapichet, 2018), students' anxiety (Lee, et al, 2019;Licorish et al, 2018;Turan & Meral, 2018), students' perceptions (Budiati, 2017;Tsymbal, 2018) and teachers' perceptions (Bicen & Kocakoyun, 2018;Yapıcı & Karakoyun, 2017) in various contexts and concerning different academic subjects. Most of these studies have focused on the positive attributes of Kahoot (Licorish et al, 2017(Licorish et al, & 2018Wang & Tahir, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Kahoot is, hence, using a combination of audience responses and audio/visual aids. Although other SRSs include Since the platform was released in 2013, there have been many published studies on the relationship between Kahoot and learning outcomes (Fotaris, Mastoras, Leinfellner & Rosunally, 2016), classroom dynamics (Aktekin, Çelebi & Aktekin, 2018;Licorish, Owen, Daniel, & George, 2018;Wichadee & Pattanapichet, 2018), students' anxiety (Lee, et al, 2019;Licorish et al, 2018;Turan & Meral, 2018), students' perceptions (Budiati, 2017;Tsymbal, 2018) and teachers' perceptions (Bicen & Kocakoyun, 2018;Yapıcı & Karakoyun, 2017) in various contexts and concerning different academic subjects. Most of these studies have focused on the positive attributes of Kahoot (Licorish et al, 2017(Licorish et al, & 2018Wang & Tahir, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Finally, another study conducted in 2018 revealed that Kahoot! boosted the confidence level of 66% of the total students participating in the survey (Tsymbal, 2018) [12].…”
Section: Related Studies On the Benefits Of Game-based Activitiesmentioning
confidence: 97%
“…The use of student response systems (SRSs) is phenomenally popular in higher education and has been adopted as an educational medium in many disciplines such as biology, chemistry, mathematics, physics, computer science, business, psychology. SRSs have also received positive perception of both students and instructors (Nguyen and Yukawa, 2019) [12]. The SRSs typical pattern allows instructors to pose questions and students can respond immediately through handheld gadgets such as smartphones or touch-screen devices.…”
Section: Related Studies On the Benefits Of Game-based Activitiesmentioning
confidence: 99%
“…The ramification of these discovering discusses how teachers and training course formulators supply needed technical assistance to completely online students in handling their degree of motivation and contentment. Tsymbal (2018) argued that motivation is among the essential factors in studying a language, the sensations and enjoyment provided by additional enthusiasm for learners to discover a second language in a much better means. This research investigated the aspects which will lead to motivation in learning English among 80 trainees of Sekolah Menengah Kebangsaan Lepar Utara.…”
Section: Research Objectivementioning
confidence: 99%