Research Article
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Year 2019, , 89 - 101, 30.05.2019
https://doi.org/10.31681/jetol.557518

Abstract

References

  • Bicen, H. & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study, IJET, Vol.13, no.02.
  • Bergin, S., & Reilly, R. (2005). The Influence of Motivation and Comfort-Level on Learning to Program. Paper Presented at The Proceedings of The 17th Workshop On Psychology of Programming, Brixton, UK.
  • Michos, M. (2017). Gamification in Foreign Language Teaching Do You Kahoot? Modern Technologies in Language Teaching.
  • Sherman, K., D. (2016). Inside Listening and Speaking 1, The Academic Word List in Context, Oxfrord University Press.
  • Werbach, K., & Hunter, D. (2012). For The Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, Pa: Wharton Digital Press.
  • Ybarra, R. & Green, T. (2003). Using Technology to Help ESL/EFL Students Develop Language Skills, The Internet TESL Journal, Vol. IX, No. 3.

Edutainment: Using Kahoot! As A Review Activity in Foreign Language Classrooms

Year 2019, , 89 - 101, 30.05.2019
https://doi.org/10.31681/jetol.557518

Abstract

During the last decades, the use of technology in foreign language
classrooms has become more common. With the effect of technology on educational
settings, numerous opportunities like new programs and applications are able to
be applied to teaching and learning. Games or gamified activities blended with
traditional ways of teaching can be implemented as a useful strategy in foreign
language classrooms. Gamification as a novel pedagogical approach offers
opportunities in accordance with game elements and techniques that can be
applied in non-game context like classroom. This study is about an online free
application called Kahoot. It can be accessed by teachers from various subjects
and beneficial to use in foreign language classrooms.  The aim of the study is to demonstrate Kahoot
can be used as a Review Activity in foreign language classrooms and to gather
information on students’ perceptions about this application included in
educational process.

References

  • Bicen, H. & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study, IJET, Vol.13, no.02.
  • Bergin, S., & Reilly, R. (2005). The Influence of Motivation and Comfort-Level on Learning to Program. Paper Presented at The Proceedings of The 17th Workshop On Psychology of Programming, Brixton, UK.
  • Michos, M. (2017). Gamification in Foreign Language Teaching Do You Kahoot? Modern Technologies in Language Teaching.
  • Sherman, K., D. (2016). Inside Listening and Speaking 1, The Academic Word List in Context, Oxfrord University Press.
  • Werbach, K., & Hunter, D. (2012). For The Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, Pa: Wharton Digital Press.
  • Ybarra, R. & Green, T. (2003). Using Technology to Help ESL/EFL Students Develop Language Skills, The Internet TESL Journal, Vol. IX, No. 3.
There are 6 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Articles
Authors

Nurcihan Yürük 0000-0001-8889-8107

Publication Date May 30, 2019
Published in Issue Year 2019

Cite

APA Yürük, N. (2019). Edutainment: Using Kahoot! As A Review Activity in Foreign Language Classrooms. Journal of Educational Technology and Online Learning, 2(2), 89-101. https://doi.org/10.31681/jetol.557518

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