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Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system
Interactive Learning Environments ( IF 4.965 ) Pub Date : 2021-02-08 , DOI: 10.1080/10494820.2021.1881798
Saman Ebadi 1 , Rezvan Rasouli 1 , Mona Mohamadi 1
Affiliation  

ABSTRACT

Student response systems (SRS) have been used to provide teachers with immediate feedback on learners’ performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners’ understanding of grammar lessons. Eighty university students majored in English language and literature attended a grammar course accompanied by Kahoot, a free online game-based application as an SRS. Students’ perspectives about positive and negative aspects of the application were explored prior and subsequent to its implementation through open-ended surveys and interviews. In addition, their classes were observed for more in-depth information. The results revealed that despite its positive features, most of the students were not willing to take part in this game-based application. They mentioned the Internet connection problems, the high pace of the game, its competitive nature and the lack of detailed explanation after the game as the main reasons for their unwillingness toward using this application in the classroom, which made most of the learners demotivated and distracted. The implications for teachers are also discussed.



中文翻译:

探索 EFL 学习者对使用 Kahoot 作为基于游戏的学生反应系统的看法

摘要

学生响应系统 (SRS) 已用于向教师提供有关学习者表现的即时反馈,以了解他们的弱点和优势。这项探索性研究旨在重点关注在英语作为外语 (EFL) 课程中使用 SRS 来评估学习者对语法课程的理解的分散性和促进性方面。80 名英语语言文学专业的大学生在 Kahoot 的陪伴下参加了语法课程,Kahoot 是一款免费的在线游戏应用程序,作为 SRS。在实施之前和实施之后,通过开放式调查和访谈,探讨了学生对该应用程序的积极和消极方面的看法。此外,还观察了他们的课堂以获得更深入的信息。结果显示,尽管具有积极的特点,大多数学生不愿意参加这种基于游戏的应用。他们提到网络连接问题、游戏节奏快、竞争性以及游戏后缺乏详细解释是他们不愿意在课堂上使用该应用程序的主要原因,这使得大多数学习者缺乏动力和注意力分散。还讨论了对教师的影响。

更新日期:2021-02-08
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