Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students

The utilization of mobile devices has significantly enhanced the EFL learning process. To accomplish so, student response systems (SRS) are often utilized in large classroom to gather students’ responses immediately through wireless networking and facilitate the management and monitoring of learner...

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Main Authors: Kurniawan, Aditya Bima, Unsiah, Frida, Razali, Khairil Azwar
Format: Article
Language:English
Published: Universitas Pendidikan Mandalika 2024
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Online Access:http://irep.iium.edu.my/112066/2/112066_Students%E2%80%99%20perception%20on%20utilizing%20Kahoot%21.pdf
http://irep.iium.edu.my/112066/
https://e-journal.undikma.ac.id/index.php/jollt/article/view/10333/5632
https://doi.org/10.33394/jollt.v12i2.10333
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spelling my.iium.irep.1120662024-05-06T02:37:52Z http://irep.iium.edu.my/112066/ Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students Kurniawan, Aditya Bima Unsiah, Frida Razali, Khairil Azwar L Education (General) LB1044 Internet in Education LB1603 Secondary Education. High schools PE English The utilization of mobile devices has significantly enhanced the EFL learning process. To accomplish so, student response systems (SRS) are often utilized in large classroom to gather students’ responses immediately through wireless networking and facilitate the management and monitoring of learner engagement and comprehension. The objective of the current study is to investigate the perceptions of junior school EFL students regarding the utilization of Kahoot! as a Game-Based Student Response System (SRS). Sixty seven high school students attended an English lesson accompanied by Kahoot, an online game-based Student Response System. The researchers conducted interviews to investigate students' perceptions of the expectation, advantages, and disadvantages of utilizing Kahoot!. Furthermore, classroom observations were conducted to get more comprehensive information. The result showed that the participants experienced advantages of utilizing Kahoot, such as the materials are easier to understand, the activities are engaging to do, and the students’ motivation get increased. However, lack of device support, unstable internet connectivity, and focus distraction have become major challenges. It is implied that Kahoot! is recommended as a gamification to teach EFL students. Universitas Pendidikan Mandalika 2024-04 Article PeerReviewed application/pdf en http://irep.iium.edu.my/112066/2/112066_Students%E2%80%99%20perception%20on%20utilizing%20Kahoot%21.pdf Kurniawan, Aditya Bima and Unsiah, Frida and Razali, Khairil Azwar (2024) Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students. Journal of Languages and Language Teaching, 12 (2). pp. 1068-1077. ISSN 2338-0810 E-ISSN 2621-1378 https://e-journal.undikma.ac.id/index.php/jollt/article/view/10333/5632 https://doi.org/10.33394/jollt.v12i2.10333
institution Universiti Islam Antarabangsa Malaysia
building IIUM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider International Islamic University Malaysia
content_source IIUM Repository (IREP)
url_provider http://irep.iium.edu.my/
language English
topic L Education (General)
LB1044 Internet in Education
LB1603 Secondary Education. High schools
PE English
spellingShingle L Education (General)
LB1044 Internet in Education
LB1603 Secondary Education. High schools
PE English
Kurniawan, Aditya Bima
Unsiah, Frida
Razali, Khairil Azwar
Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students
description The utilization of mobile devices has significantly enhanced the EFL learning process. To accomplish so, student response systems (SRS) are often utilized in large classroom to gather students’ responses immediately through wireless networking and facilitate the management and monitoring of learner engagement and comprehension. The objective of the current study is to investigate the perceptions of junior school EFL students regarding the utilization of Kahoot! as a Game-Based Student Response System (SRS). Sixty seven high school students attended an English lesson accompanied by Kahoot, an online game-based Student Response System. The researchers conducted interviews to investigate students' perceptions of the expectation, advantages, and disadvantages of utilizing Kahoot!. Furthermore, classroom observations were conducted to get more comprehensive information. The result showed that the participants experienced advantages of utilizing Kahoot, such as the materials are easier to understand, the activities are engaging to do, and the students’ motivation get increased. However, lack of device support, unstable internet connectivity, and focus distraction have become major challenges. It is implied that Kahoot! is recommended as a gamification to teach EFL students.
format Article
author Kurniawan, Aditya Bima
Unsiah, Frida
Razali, Khairil Azwar
author_facet Kurniawan, Aditya Bima
Unsiah, Frida
Razali, Khairil Azwar
author_sort Kurniawan, Aditya Bima
title Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students
title_short Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students
title_full Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students
title_fullStr Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students
title_full_unstemmed Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students
title_sort students’ perception on utilizing kahoot! as a game-based student response system for efl students
publisher Universitas Pendidikan Mandalika
publishDate 2024
url http://irep.iium.edu.my/112066/2/112066_Students%E2%80%99%20perception%20on%20utilizing%20Kahoot%21.pdf
http://irep.iium.edu.my/112066/
https://e-journal.undikma.ac.id/index.php/jollt/article/view/10333/5632
https://doi.org/10.33394/jollt.v12i2.10333
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score 13.209306