Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/54824
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dc.contributor.authorCárdenas-Moncada, Claudioen
dc.contributor.authorVeliz-Campos, Mauricioen
dc.contributor.authorVeliz, Leonardoen
dc.date.accessioned2023-05-22T06:22:10Z-
dc.date.available2023-05-22T06:22:10Z-
dc.date.issued2020-
dc.identifier.citationCALL-EJ, 21(1), p. 64-78en
dc.identifier.issn2187-9036en
dc.identifier.issn1442-438Xen
dc.identifier.urihttps://hdl.handle.net/1959.11/54824-
dc.description.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>en
dc.languageenen
dc.publisherAsia-Pacific Association for Computer-Assisted Language Learningen
dc.relation.ispartofCALL-EJen
dc.titleGame-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroomen
dc.typeJournal Articleen
dcterms.accessRightsGolden
local.contributor.firstnameClaudioen
local.contributor.firstnameMauricioen
local.contributor.firstnameLeonardoen
local.profile.schoolSchool of Educationen
local.profile.emaillveliz@une.edu.auen
local.output.categoryC1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.publisher.placeAustraliaen
local.format.startpage64en
local.format.endpage78en
local.url.openhttp://callej.org/journal/21-1/Cardenas-Veliz-Veliz2020.pdfen
local.peerreviewedYesen
local.identifier.volume21en
local.identifier.issue1en
local.title.subtitleThe Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroomen
local.access.fulltextYesen
local.contributor.lastnameCárdenas-Moncadaen
local.contributor.lastnameVeliz-Camposen
local.contributor.lastnameVelizen
dc.identifier.staffune-id:lvelizen
local.profile.orcid0000-0003-2489-7484en
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.identifier.unepublicationidune:1959.11/54824en
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
local.title.maintitleGame-Based Student Response Systemsen
local.output.categorydescriptionC1 Refereed Article in a Scholarly Journalen
local.relation.urlhttp://callej.org/journal/21-1.htmlen
local.search.authorCárdenas-Moncada, Claudioen
local.search.authorVeliz-Campos, Mauricioen
local.search.authorVeliz, Leonardoen
local.uneassociationNoen
local.atsiresearchNoen
local.sensitive.culturalNoen
local.year.published2020en
local.fileurl.closedpublishedhttps://rune.une.edu.au/web/retrieve/47b3d28f-0aea-4145-a8c8-9590096b233een
local.subject.for2020390104 English and literacy curriculum and pedagogy (excl. LOTE, ESL and TESOL)en
local.subject.for2020390108 LOTE, ESL and TESOL curriculum and pedagogyen
local.subject.seo2020160199 Learner and learning not elsewhere classifieden
local.profile.affiliationtypeExternal Affiliationen
local.profile.affiliationtypeExternal Affiliationen
local.profile.affiliationtypePre-UNEen
Appears in Collections:Journal Article
School of Education
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