University students’ perceptions in Kahoot!-integrated game-based EFL classes
Öz
Anahtar Kelimeler
Kaynakça
- 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).
- 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.
- Alharthi, S. (2020). Assessing Kahoot's Impact on EFL Students' Learning Outcomes. TESOL International Journal, 15(5), 31-64.
- Almusharraf, N. (2021). Incorporation of a game-based approach into the EFL online classrooms: Students' perceptions. Interactive Learning Environments, 1-14.
- 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.
- 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).
- 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.
- 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