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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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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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 |
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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 |
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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. |
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Article |
author |
Kurniawan, Aditya Bima Unsiah, Frida Razali, Khairil Azwar |
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Kurniawan, Aditya Bima Unsiah, Frida Razali, Khairil Azwar |
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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 |
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Students’ perception on utilizing Kahoot! as a game-based student response system for EFL students |
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students’ perception on utilizing kahoot! as a game-based student response system for efl students |
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Universitas Pendidikan Mandalika |
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2024 |
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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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