Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom

Author(s)
Cárdenas-Moncada, Claudio
Veliz-Campos, Mauricio
Veliz, Leonardo
Publication Date
2020
Abstract
<p>Notwithstanding the widespread use of technology in everyday life, there is scant empirical evidence of its impact on students' academic learning, particularly in EFL settings. This study sought to determine the impact of a digital game-based student response system called <i>Kahoot</i> on students' English language learning at a Chilean vocational higher-education EFL classroom. To this end, a pretest-posttest quasi-experimental study was set up. A survey was also administered to explore students' perceptions of and attitudes towards the use of <i>Kahoot</i> in the EFL classroom. The results of the quasi-experiment showed a statistically significant difference in scores of a low-stakes test for students who used <i>Kahoot</i> versus students who did not. Additionally, the results from the survey indicated that students' perceptions of and attitudes towards the use of <i>Kahoot</i> were found to be highly positive, which contributed to creating a better classroom environment and fostered a better academic performance</p>
Citation
CALL-EJ, 21(1), p. 64-78
ISSN
2187-9036
1442-438X
Link
Language
en
Publisher
Asia-Pacific Association for Computer-Assisted Language Learning
Title
Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom
Type of document
Journal Article
Entity Type
Publication

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