Araştırma Makalesi

University students’ perceptions in Kahoot!-integrated game-based EFL classes

Sayı: 35 21 Ağustos 2023
  • Zehra Degırmencıoglu *
  • Ilkay Gılanlıoglu
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University students’ perceptions in Kahoot!-integrated game-based EFL classes

Öz

In today's digital landscape, students' lives are profoundly shaped by constant interaction with digital materials. In response, educators persistently seek innovative approaches to enhance educational practices. This research centers on unraveling the perceptions of English as a Foreign Language (EFL) students utilizing Kahoot! for language acquisition. A questionnaire was conducted to investigate students' perceptions regarding Kahoot! implementation in EFL classes, the role of Kahoot use in enhancing student motivation, and the effectiveness of using Kahoot in the language classroom. The study engaged 120 university-level EFL students, of whom 72 volunteers responded to the questionnaire. This survey was conducted among students who utilized Kahoot! throughout the semester, as the game-based tool was seamlessly integrated into the language learning curriculum in the North Cyprus context at the higher education level. Quantitative data was collected through an online questionnaire and evaluated using a four-point Likert scale. The findings illuminated students' positive perceptions of Kahoot!, underscoring its capacity to amplify motivation and engagement. The research proposes that dynamic tools like Kahoot! hold the potential to fashion an interactive, motivational, and effective milieu for language acquisition. These implications echo across curriculum development, technology fusion, and decision-making for educators and education administrators alike. By attaching the advantages of game-based learning platforms such as Kahoot!, educators can cultivate a more captivating and productive language learning atmosphere.

Anahtar Kelimeler

Kaynakça

  1. Adnyani, K. E. K., Adnyana, I. W., Murniasih, N. N., & Suwastini, N. K. A. (2022). Implementing Kahoot! for Japanese Language Learning in Indonesian High School. Journal of Education Technology, 6(2).
  2. Alawadhi, A., & Abu-Ayyash, E. A. (2021). Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. Education and Information Technologies, 1-30.
  3. Alharthi, S. (2020). Assessing Kahoot's Impact on EFL Students' Learning Outcomes. TESOL International Journal, 15(5), 31-64.
  4. Almusharraf, N. (2021). Incorporation of a game-based approach into the EFL online classrooms: Students' perceptions. Interactive Learning Environments, 1-14.
  5. Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy, and Education, 28(3), 269-285.
  6. Belkhouche, B., Darei, N. A., Salem, S., Mandhari, S. A., & Mehari, M. A. (2014). Learning Arabic through games. In Eighth Annual Conference on Computer Games Multimedia and Allied Technologies (March 2014). CGAT (p. 6).
  7. Benhadj, Y., El Messaoudi, M., & Nfissi, A. (2019). Investigating the Impact of Kahoot! on Student s’ Engagement, Motivation, and Learning Outcomes: Ifrane Directorate as a case study. International Journal of Advance Study and Research Work, 2(6), 2581-5997.
  8. Brown, J. D. (2002). The Cronbach alpha reliability estimate. JALT Testing & Evaluation SIG Newsletter, 6(1).

Ayrıntılar

Birincil Dil

İngilizce

Konular

İngiliz ve İrlanda Dili, Edebiyatı ve Kültürü

Bölüm

Araştırma Makalesi

Yazarlar

Zehra Degırmencıoglu * Bu kişi benim
0000-0002-1904-966X
Kuzey Kıbrıs Türk Cumhuriyeti

Ilkay Gılanlıoglu Bu kişi benim
0000-0002-9902-3311
Kuzey Kıbrıs Türk Cumhuriyeti

Yayımlanma Tarihi

21 Ağustos 2023

Gönderilme Tarihi

18 Temmuz 2023

Kabul Tarihi

20 Ağustos 2023

Yayımlandığı Sayı

Yıl 2023 Sayı: 35

Kaynak Göster

APA
Degırmencıoglu, Z., & Gılanlıoglu, I. (2023). University students’ perceptions in Kahoot!-integrated game-based EFL classes. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, 35, 1365-1378. https://doi.org/10.29000/rumelide.1346634
AMA
1.Degırmencıoglu Z, Gılanlıoglu I. University students’ perceptions in Kahoot!-integrated game-based EFL classes. RumeliDE. 2023;(35):1365-1378. doi:10.29000/rumelide.1346634
Chicago
Degırmencıoglu, Zehra, ve Ilkay Gılanlıoglu. 2023. “University students’ perceptions in Kahoot!-integrated game-based EFL classes”. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, sy 35: 1365-78. https://doi.org/10.29000/rumelide.1346634.
EndNote
Degırmencıoglu Z, Gılanlıoglu I (01 Ağustos 2023) University students’ perceptions in Kahoot!-integrated game-based EFL classes. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi 35 1365–1378.
IEEE
[1]Z. Degırmencıoglu ve I. Gılanlıoglu, “University students’ perceptions in Kahoot!-integrated game-based EFL classes”, RumeliDE, sy 35, ss. 1365–1378, Ağu. 2023, doi: 10.29000/rumelide.1346634.
ISNAD
Degırmencıoglu, Zehra - Gılanlıoglu, Ilkay. “University students’ perceptions in Kahoot!-integrated game-based EFL classes”. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi. 35 (01 Ağustos 2023): 1365-1378. https://doi.org/10.29000/rumelide.1346634.
JAMA
1.Degırmencıoglu Z, Gılanlıoglu I. University students’ perceptions in Kahoot!-integrated game-based EFL classes. RumeliDE. 2023;:1365–1378.
MLA
Degırmencıoglu, Zehra, ve Ilkay Gılanlıoglu. “University students’ perceptions in Kahoot!-integrated game-based EFL classes”. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi, sy 35, Ağustos 2023, ss. 1365-78, doi:10.29000/rumelide.1346634.
Vancouver
1.Zehra Degırmencıoglu, Ilkay Gılanlıoglu. University students’ perceptions in Kahoot!-integrated game-based EFL classes. RumeliDE. 01 Ağustos 2023;(35):1365-78. doi:10.29000/rumelide.1346634

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