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EN
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a language. There are certain game elements that could be used in non-game contexts to trigger effective player engagement as well as persistence and motivation to win/learn. The paper outlines the influence of specific game elements onto players, presents the motivational aspects of game involvement, and investigates what game elements could be responsible for increasing motivation to participate and engage in a grammar learning game. All of these are investigated on the example of a Kahoot.it online game, which was used with the General English language course students attending the classes in The Modern Languages Centre at the Pedagogical University, Cracow, Poland. The main objective of the research paper is to observe and assess how the students’ motivation increases – if – to learn and practise grammar and how effective this mode of learning is. It also presents the teachers’ evaluation of the design process, its implementation and recommendations for further use.
EN
The study was conducted to find out what impact a digital game had on students’ learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game Kahoot whereas the control group was taught with the conventional method. Pre-tests, post-tests, and questionnaires on the students’ motivation and attitudes toward gamification in language learning were the instruments used in this study. The data were analyzed using Independent t-tests and One-way Analysis of Covariance. The results revealed statistically significant differences with regard to learning performance and motivation at 0.05. The experimental group obtained higher scores than the control group, and the motivation of students in the experimental group was much higher than that of the control group. In addition, the results of a survey indicated that students had positive attitudes towards application of digital games in language learning.
EN
The article reveals the problem of the simultaneous development of methods of the use of information and communication technologies application in the teaching process of an educational institution. In the current conditions of education, in the conditions of war, the educational model can exist only in combination with the use of modern technologies for teaching English. The education system needs to modernize teaching methods by means of innovative tools of information and communication technologies and to carry out such training of teachers at the state level, as well as to rely on the self-education of active teachers-practitioners. Instead of simply restricting students to linear displays, such as reading text from a book, media products create this process by involving various elements to make it more dynamic and interesting. The authors analyzed the advantages and peculiarities of the technology which are actively used in the presentation of information. When introducing and updating lexical or grammatical material, it is effective to use presentations that contain not only certain information, grammatical material, but also slides with illustrations, pictures, and small text tasks. The authors also gave information about some wide spread digital platforms for teaching and learning that are convenient as for teachers so for students. Moodle is an integration platform for teaching a foreign language: it is quite stable, scalable, and modularity and support for open integration protocols have been a priority for developers from the very beginning. Puzzle English is an online platform (website and mobile applications) for self-study of a foreign language. Kahoot is a free educational platform that can be used to conduct interactive classes and test students’/pupils’ knowledge through online testing. It is suitable for studying any academic discipline in any education institution. Canva was created as a graphic resource, but now it is actively used by teachers.
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