2019
DOI: 10.24093/awej/call5.15
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Memory Stay Or Stray?: Irregular Verbs Learning Using Kahoot!

Abstract: Even though gamification has been lingering for years now, its popularity has been rising ever since. In fact, across disciplines and contexts, the amplification of 21 st century learning has been giving gamification a special place in education. There are numerous studies conducted on the use of gamification among school children, university students or even trainee teachers. Coincidentally, all of these studies have shown that gamification does impact their learning. Hence, as harmless as it seems, any teach… Show more

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Cited by 7 publications
(3 citation statements)
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“…Students successfully learned the meaning of words introduced to them through games albeit not digital ones and were even adept enough to incorporate the use of these words as they speak. There are also other studies with similar results (e.g., Karaaslan et al, 2018) in the study of collocation and parts of speech use among university students; Muhridza et al (2018) in the research on the use of synonyms among tertiary level students; Yunus & Azman (2019) in the study of irregular verbs use through Kahoot! among primary school students).…”
Section: Covid-19 and Its Positive Impact On Gamification In A Virtua...mentioning
confidence: 56%
“…Students successfully learned the meaning of words introduced to them through games albeit not digital ones and were even adept enough to incorporate the use of these words as they speak. There are also other studies with similar results (e.g., Karaaslan et al, 2018) in the study of collocation and parts of speech use among university students; Muhridza et al (2018) in the research on the use of synonyms among tertiary level students; Yunus & Azman (2019) in the study of irregular verbs use through Kahoot! among primary school students).…”
Section: Covid-19 and Its Positive Impact On Gamification In A Virtua...mentioning
confidence: 56%
“…Another noticeable benefit of using gamification or interactive activities is that learners lose some inhibition. Students' sense of embarrassment is lessened, and the aspect of peer scrutiny is reduced (Yunus & Azman, 2019). Studies prove that gamification also reduces the stress level of students.…”
Section: Benefits Of Using Gamification and Interactive Tasksmentioning
confidence: 98%
“…In both cases, immediate feedback is given and a leaderboard is shown to encourage competitiveness. Yunus and Azman (2019) call the 'leaderboard' a core game element in Kahoot!. Another clear advantage with Kahoot!…”
Section: Kahoot!mentioning
confidence: 99%