İnceleme Makalesi
BibTex RIS Kaynak Göster

A Brief Review of the Impact of Some Web 2.0 Tools on Language Learners’ Motivation

Yıl 2024, Cilt: 2 Sayı: 2, 131 - 143, 17.12.2024

Öz

This study is a literature review design aimed at examining the impact of Web 2.0 tools on learners' motivation. Previous research on the use of Web 2.0 tools in education and the role of technology in enhancing student motivation was systematically reviewed. The literature review reveals that interactive tools, especially platforms like Quizizz, play a significant role in increasing students' interest in learning and strengthening their motivation. Studies show that these tools enhance student engagement, make the learning process more appealing, and positively affect students' academic performance. This paper discusses how Web 2.0 tools can be used more effectively in education and how their integration into teaching practices leads to positive outcomes for students. Additionally, it evaluates the potential of technology use in education to boost student motivation and improve the overall learning experience.

Kaynakça

  • Anjaniputra, A. G., & Salsabila, V. A. (2018). The merits of Quizlet for vocabulary learning at tertiary level. Indonesian EFL Journal, 4(2), 1–11, https://doi.org/10.25134/ieflj.v4i2.1370.
  • Anni, C. T. (2006). Psychology of learning. UPT UNNES Press.
  • Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93, https://doi.org/10.3991/ijet.v13i02.7467.
  • Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz, and Google Forms on the students' perception in the classroom response system. 2017 International Conference on Digital Arts, Media and Technology (ICDAMT), Chiang Mai, Thailand, pp. 178-182, https://doi.org/10.1109/ICDAMT.2017.7904957.
  • Damara, G. (2016). Student's perception on the use of Kahoot! as an ice breaker in movie interpretation class. Skripsi thesis, Sanata Dharma University.
  • Fadhilawati, D. (2021). Using Quizizz application for learning and evaluating grammar material. JOSAR (Journal of Students Academic Research), 6(1), 65-73, DOI: https://doi.org/10.35457/josar.v6i1.1448.
  • Martín-Somer, M., Casado, C., & Gomez-Pozuelo, G. (2024). Utilising interactive applications as educational tools in higher education: Perspectives from teachers and students, and an analysis of academic outcomes. Education for Chemical Engineers, 46, 1–9. https://doi.org/10.1016/j.ece.2023.10.001
  • Okkan, A., & Aydın, S. (2020). The Effects of the Use of Quizlet on Vocabulary Learning Motivation. Language and Technology, 2(1), 16-25.
  • Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3(S1), 33-35, https://doi.org/10.21839/jaar.2018.v3iS1.165.
  • Ruiz, C. G. (2021). The effect of integrating Kahoot! and peer instruction in the Spanish flipped classroom: the student perspective. Journal of Spanish Language Teaching, 8(1), 63–78. https://doi.org/10.1080/23247797.2021.1913832.
  • Stošić, L. (2015). The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE), 3(1), 111–114. https://doi.org/10.23947/2334-8496-2015-3-1-111-114
  • Susilowati, E. (2017). The effectiveness of Kahoot in supporting grammar class on class A year I students academic year 2016/2017 of Diploma III of Nursing Ngudi Waluyo University.
  • Ganapathy, M., Lin, D. T. A., & Mehar Singh, M. K. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Science and Humanities, 26, 565-582.
  • Turan, Z. (2015). The evaluation of flipped classroom method and examination of its effects on academic achievement, cognitive load and motivation. (Yayın No. 394794) [Yayınlanmamış Doktora Tezi, Atatürk Üniversitesi]. https://bit.ly/3OTr2rV.
  • Zhao, F. (2019). Using Quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37–43, https://doi.org/10.5430/ijhe.v8n1p37.

Bazı Web 2.0 Araçlarının Dil Öğrencilerinin Motivasyonu Üzerindeki Etkisine Dair Bir Değerlendirme

Yıl 2024, Cilt: 2 Sayı: 2, 131 - 143, 17.12.2024

Öz

Bu çalışma, Web 2.0 araçlarının öğrencilerin motivasyonu üzerindeki etkisini incelemeyi amaçlayan bir literatür taraması tasarımıdır. Eğitimde Web 2.0 araçlarının kullanımı ve eğitimde teknoloji kullanımının öğrenci motivasyonu üzerindeki etkileri üzerine yapılmış önceki araştırmalar sistematik bir şekilde gözden geçirilmiştir. Literatür taraması, etkileşimli araçların, özellikle Quizizz gibi araçların öğrencilerin öğrenmeye olan ilgisini artırmada ve motivasyonlarını güçlendirmede önemli bir rol oynadığını ortaya koymuştur. Araştırmalar, bu tür araçların öğrenci katılımını artırarak öğrenme sürecine olan ilginin güçlendiğini, öğrenme deneyimini daha çekici hale getirdiğini ve öğrencilerin başarılarını olumlu yönde etkilediğini göstermektedir. Bu makale, Web 2.0 araçlarının eğitimde nasıl daha etkili bir şekilde kullanılabileceğini ve öğretim süreçlerine entegrasyonunun öğrenciler üzerinde nasıl olumlu sonuçlar doğurduğunu tartışmaktadır. Ayrıca, eğitimde teknoloji kullanımının öğrenci motivasyonunu artırma ve öğrenme deneyimini iyileştirme konusunda taşıdığı potansiyel üzerine de değerlendirmelerde bulunmaktadır.

Kaynakça

  • Anjaniputra, A. G., & Salsabila, V. A. (2018). The merits of Quizlet for vocabulary learning at tertiary level. Indonesian EFL Journal, 4(2), 1–11, https://doi.org/10.25134/ieflj.v4i2.1370.
  • Anni, C. T. (2006). Psychology of learning. UPT UNNES Press.
  • Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93, https://doi.org/10.3991/ijet.v13i02.7467.
  • Chaiyo, Y., & Nokham, R. (2017). The effect of Kahoot, Quizizz, and Google Forms on the students' perception in the classroom response system. 2017 International Conference on Digital Arts, Media and Technology (ICDAMT), Chiang Mai, Thailand, pp. 178-182, https://doi.org/10.1109/ICDAMT.2017.7904957.
  • Damara, G. (2016). Student's perception on the use of Kahoot! as an ice breaker in movie interpretation class. Skripsi thesis, Sanata Dharma University.
  • Fadhilawati, D. (2021). Using Quizizz application for learning and evaluating grammar material. JOSAR (Journal of Students Academic Research), 6(1), 65-73, DOI: https://doi.org/10.35457/josar.v6i1.1448.
  • Martín-Somer, M., Casado, C., & Gomez-Pozuelo, G. (2024). Utilising interactive applications as educational tools in higher education: Perspectives from teachers and students, and an analysis of academic outcomes. Education for Chemical Engineers, 46, 1–9. https://doi.org/10.1016/j.ece.2023.10.001
  • Okkan, A., & Aydın, S. (2020). The Effects of the Use of Quizlet on Vocabulary Learning Motivation. Language and Technology, 2(1), 16-25.
  • Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3(S1), 33-35, https://doi.org/10.21839/jaar.2018.v3iS1.165.
  • Ruiz, C. G. (2021). The effect of integrating Kahoot! and peer instruction in the Spanish flipped classroom: the student perspective. Journal of Spanish Language Teaching, 8(1), 63–78. https://doi.org/10.1080/23247797.2021.1913832.
  • Stošić, L. (2015). The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE), 3(1), 111–114. https://doi.org/10.23947/2334-8496-2015-3-1-111-114
  • Susilowati, E. (2017). The effectiveness of Kahoot in supporting grammar class on class A year I students academic year 2016/2017 of Diploma III of Nursing Ngudi Waluyo University.
  • Ganapathy, M., Lin, D. T. A., & Mehar Singh, M. K. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Science and Humanities, 26, 565-582.
  • Turan, Z. (2015). The evaluation of flipped classroom method and examination of its effects on academic achievement, cognitive load and motivation. (Yayın No. 394794) [Yayınlanmamış Doktora Tezi, Atatürk Üniversitesi]. https://bit.ly/3OTr2rV.
  • Zhao, F. (2019). Using Quizizz to integrate fun multiplayer activity in the accounting classroom. International Journal of Higher Education, 8(1), 37–43, https://doi.org/10.5430/ijhe.v8n1p37.
Toplam 15 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İkinci Bir Dil Olarak İngilizce
Bölüm İnceleme Makalesi
Yazarlar

Merve Kurukaya 0009-0007-1953-7165

Erken Görünüm Tarihi 14 Aralık 2024
Yayımlanma Tarihi 17 Aralık 2024
Gönderilme Tarihi 5 Aralık 2024
Kabul Tarihi 14 Aralık 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 2 Sayı: 2

Kaynak Göster

APA Kurukaya, M. (2024). A Brief Review of the Impact of Some Web 2.0 Tools on Language Learners’ Motivation. Journal of English Language, 2(2), 131-143.