TR
EN
Gamification in English Language Classrooms: The Case of Kahoot!
Öz
Technology has been part of education in the 21st century. Especially gamification and online games have been integrated into traditional classroom instruction and they have found their place in language education. It is argued that gamification creates opportunities in which teachers and students focus on entertaining game elements that can be used in non-game settings such as the classroom. Kahoot! is one of the most commonly used online gamification applications that many teachers and students utilize in language teaching and learning process. The current review article focuses on teaching English as a foreign language with the help of Kahoot!. Therefore, the researchers give a detailed explanation of the benefits that Kahoot! brings to the language classroom for both teachers and learners, and how teachers can use Kahoot! for evaluative purposes. The researchers also introduce an overview of classroom activities in which teachers can utilize Kahoot! to develop students’ language skills in the current article.
Anahtar Kelimeler
Kaynakça
- Kıyançiçek, E. & Uzun, L. (2022). Gamification in English Language Classrooms: The Case of Kahoot! [İngilizce Dil Sınıflarında Oyunlaştırma: Kahoot! Örneği]. Bilim, Eğitim, Sanat ve Teknoloji Dergisi (BEST Dergi) [Science, Education, Art and Technology Journal (SEAT Journal)], 6(1), 1-13.
Ayrıntılar
Birincil Dil
İngilizce
Konular
Eğitim Üzerine Çalışmalar
Bölüm
Diğer
Yayımlanma Tarihi
1 Ocak 2022
Gönderilme Tarihi
26 Ocak 2022
Kabul Tarihi
7 Mart 2022
Yayımlandığı Sayı
Yıl 2022 Cilt: 6 Sayı: 1
APA
Kıyançiçek, E., & Uzun, L. (2022). Gamification in English Language Classrooms: The Case of Kahoot! Bilim Eğitim Sanat ve Teknoloji Dergisi, 6(1), 1-13. https://izlik.org/JA76PZ87ZB
AMA
1.Kıyançiçek E, Uzun L. Gamification in English Language Classrooms: The Case of Kahoot! BEST Dergi. 2022;6(1):1-13. https://izlik.org/JA76PZ87ZB
Chicago
Kıyançiçek, Ezgi, ve Levent Uzun. 2022. “Gamification in English Language Classrooms: The Case of Kahoot!”. Bilim Eğitim Sanat ve Teknoloji Dergisi 6 (1): 1-13. https://izlik.org/JA76PZ87ZB.
EndNote
Kıyançiçek E, Uzun L (01 Ocak 2022) Gamification in English Language Classrooms: The Case of Kahoot! Bilim Eğitim Sanat ve Teknoloji Dergisi 6 1 1–13.
IEEE
[1]E. Kıyançiçek ve L. Uzun, “Gamification in English Language Classrooms: The Case of Kahoot!”, BEST Dergi, c. 6, sy 1, ss. 1–13, Oca. 2022, [çevrimiçi]. Erişim adresi: https://izlik.org/JA76PZ87ZB
ISNAD
Kıyançiçek, Ezgi - Uzun, Levent. “Gamification in English Language Classrooms: The Case of Kahoot!”. Bilim Eğitim Sanat ve Teknoloji Dergisi 6/1 (01 Ocak 2022): 1-13. https://izlik.org/JA76PZ87ZB.
JAMA
1.Kıyançiçek E, Uzun L. Gamification in English Language Classrooms: The Case of Kahoot! BEST Dergi. 2022;6:1–13.
MLA
Kıyançiçek, Ezgi, ve Levent Uzun. “Gamification in English Language Classrooms: The Case of Kahoot!”. Bilim Eğitim Sanat ve Teknoloji Dergisi, c. 6, sy 1, Ocak 2022, ss. 1-13, https://izlik.org/JA76PZ87ZB.
Vancouver
1.Ezgi Kıyançiçek, Levent Uzun. Gamification in English Language Classrooms: The Case of Kahoot! BEST Dergi [Internet]. 01 Ocak 2022;6(1):1-13. Erişim adresi: https://izlik.org/JA76PZ87ZB


