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

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posted on 2020-01-01, 00:00 authored by Claudio Cardenas-Moncada, Mauricio Veliz-Campos, Leonardo Veliz
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 Kahoot 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 Kahoot 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 Kahoot versus students who did not. Additionally, the results from the survey indicated that students’ perceptions of and attitudes towards the use of Kahoot were found to be highly positive, which contributed to creating a better classroom environment and fostered a better academic performance.

History

Journal

Computer-Assisted Language Learning Electronic Journal (CALL-EJ)

Volume

21

Pagination

64-78

Location

Kyoto, Japan

Open access

  • Yes

ISSN

1442-438X

Language

eng

Publication classification

C1 Refereed article in a scholarly journal

Issue

1

Publisher

CALL-EJ