Game On with Kahoot! Effects on Vocabulary Learning and Motivation
Saved in:
| Title: | Game On with Kahoot! Effects on Vocabulary Learning and Motivation |
|---|---|
| Language: | English |
| Authors: | Reynolds, Eric D. (ORCID |
| Source: | International Journal of Computer-Assisted Language Learning and Teaching. 2021 11(4):40-53. |
| Availability: | IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/ |
| Peer Reviewed: | Y |
| Page Count: | 14 |
| Publication Date: | 2021 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Game Based Learning, Electronic Learning, Educational Technology, Vocabulary Development, Student Motivation, Audience Response Systems, English (Second Language), Second Language Learning, Instructional Effectiveness, Foreign Countries, Computer Assisted Instruction, College Students |
| Geographic Terms: | South Korea |
| DOI: | 10.4018/IJCALLT.2021100103 |
| ISSN: | 2155-7098 |
| Abstract: | The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for foreign language learning. This quasi-experimental study explores the efficacy of one application called Kahoot! at a medium-sized university in South Korea for vocabulary learning and motivation. Both the traditional control group and the experimental group learned more vocabulary during the course of the study; however, no significant difference in vocabulary learning was found between the groups. The change in motivation level, on the other hand, was significantly higher for the Kahoot! group. Therefore, the findings recommend the use of the Kahoot! GBSRS particularly for often low motivated Asian university EFL students. |
| Abstractor: | As Provided |
| Entry Date: | 2022 |
| Accession Number: | EJ1322771 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1322771 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: Game On with Kahoot! Effects on Vocabulary Learning and Motivation – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Reynolds%2C+Eric+D%2E%22">Reynolds, Eric D.</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-6877-8159">0000-0001-6877-8159</externalLink>)<br /><searchLink fieldCode="AR" term="%22Fuchs%2C+Richard+W%2E%22">Fuchs, Richard W.</searchLink><br /><searchLink fieldCode="AR" term="%22Johnson%2C+Peter%22">Johnson, Peter</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Computer-Assisted+Language+Learning+and+Teaching%22"><i>International Journal of Computer-Assisted Language Learning and Teaching</i></searchLink>. 2021 11(4):40-53. – Name: Avail Label: Availability Group: Avail Data: IGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 14 – Name: DatePubCY Label: Publication Date Group: Date Data: 2021 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Vocabulary+Development%22">Vocabulary Development</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Audience+Response+Systems%22">Audience Response Systems</searchLink><br /><searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Learning%22">Second Language Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Effectiveness%22">Instructional Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Assisted+Instruction%22">Computer Assisted Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22South+Korea%22">South Korea</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.4018/IJCALLT.2021100103 – Name: ISSN Label: ISSN Group: ISSN Data: 2155-7098 – Name: Abstract Label: Abstract Group: Ab Data: The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for foreign language learning. This quasi-experimental study explores the efficacy of one application called Kahoot! at a medium-sized university in South Korea for vocabulary learning and motivation. Both the traditional control group and the experimental group learned more vocabulary during the course of the study; however, no significant difference in vocabulary learning was found between the groups. The change in motivation level, on the other hand, was significantly higher for the Kahoot! group. Therefore, the findings recommend the use of the Kahoot! GBSRS particularly for often low motivated Asian university EFL students. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2022 – Name: AN Label: Accession Number Group: ID Data: EJ1322771 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1322771 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.4018/IJCALLT.2021100103 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 14 StartPage: 40 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Vocabulary Development Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Audience Response Systems Type: general – SubjectFull: English (Second Language) Type: general – SubjectFull: Second Language Learning Type: general – SubjectFull: Instructional Effectiveness Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Computer Assisted Instruction Type: general – SubjectFull: College Students Type: general – SubjectFull: South Korea Type: general Titles: – TitleFull: Game On with Kahoot! Effects on Vocabulary Learning and Motivation Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Reynolds, Eric D. – PersonEntity: Name: NameFull: Fuchs, Richard W. – PersonEntity: Name: NameFull: Johnson, Peter IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2021 Identifiers: – Type: issn-print Value: 2155-7098 Numbering: – Type: volume Value: 11 – Type: issue Value: 4 Titles: – TitleFull: International Journal of Computer-Assisted Language Learning and Teaching Type: main |
| ResultId | 1 |