The Effectiveness of Kahoot Game-based Platform on Vocabulary Learning, Retention and Attitude of EFL Learners

سال انتشار: 1401
نوع سند: مقاله کنفرانسی
زبان: انگلیسی
مشاهده: 55

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شناسه ملی سند علمی:

RDELTLT02_090

تاریخ نمایه سازی: 20 دی 1401

چکیده مقاله:

Vocabulary as one of the critical sub-skills in an EFL settings, for instance Iran, requires to be improved and recalled since students need this important sub-skill for English performance. For vocabulary learning and retention, various teaching methods are presented. One teaching method playing a role in vocabulary performance is the use of game-based platforms. Due to the importance of game-based instruction and vocabulary improvement, the present study has been conducted to explore the impact of Kahoot game-based platform on vocabulary learning and retention of Iranian pre-intermediate level in Iran. Furthermore, the study aimed at exploring the attitudes of the learners in the treatment group. To this end, a sample of ۶۰ EFL learners were selected from one of the private language institutes of Miyaneh based on convenient sampling. The two pre-intermediate level classes were divided randomly into control and treatment groups. The data collection tools were pretest in vocabulary, posttest in vocabulary, retention test, and an attitude scale. The results of independent samples t-tests showed the effective roles of Kahoot game-based platform in both vocabulary learning and retention of EFL learners in comparison with the control group. The results of the attitude scale approved the effectiveness of games on English learning in general and vocabulary learning in particular. This study has some implications for EFL learners and teachers in using educational games.

نویسندگان

Leila Ghaemi

Faculty Member of Islamic Azad University, Miyaneh Branch, Miyaneh, East Azarbaijan, Iran;