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   examining the role of kahoot game in learning english vocabulary among iranian intermediate efl learners  
   
نویسنده orak khajavi samira
منبع دومين همايش بين المللي روايت نگاري فرايند ياددهي-يادگيري زبان - 1401 - دوره : 2 - دومین همایش بین المللی روایت نگاری فرایند یاددهی-یادگیری زبان - کد همایش: 01220-65984 - صفحه:0 -0
چکیده    Gamification is defined as creating a non-gaming environment that includes game elements to create a better user experience and achieve engagement with its users (aparicio et al., 2019).learning using gamification becomes new opportunities to increase knowledge, foster skills to solve problems, and encourage student motivation through involvement between students and lecturers (putz et al., 2020). kahoot is a digital game that enables teachers to generate quizzes, and surveys in an interactive way. the teacher can use movies, photos, and diagrams in the questions to increase student participation. the research question is as following, does using kahoot game has an impact on the development of efl vocabulary learning in iranian intermediate efl learners? in this quantitative study, 65 intermediate efl students are divided into two groups randomly. the experimental group consists of 33 efl learners and control group of 33 efl learners. the score of pre-test didn t show significant difference. then, a collection of 40 words were chosen. the experimental group worked on kahoot game as treatment. the control group was taught traditionally. after 8 weeks of treatment, the post test was taken. the result of t-test showed significance difference between experimental and control group. as a result, using kahoot is effective in learning english vocabulary among iranian intermediate efl learners.
کلیدواژه gamification ,kahoot ,efl learners
آدرس , iran
 
     
   
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