Purpose of the study: This research aims to identify the advantages and challenges faced by TESL undergraduates from Universiti Kebangsaan Malaysia in using Kahoot as a formative assessment tool in a course, i.e., Teaching of Writing in English as a Second Language Context. Methodology: The research instruments employed are semistructured interviews and questionnaire. All 46 Year 3 TESL students enrolled in the course responded to the questionnaire, while five of them responded to the individual interview session. Main Findings: The findings indicate that the majority of the respondents agreed that the application of Kahoot enables students to relate to lectures and lecture notes, recall important points, and discover other useful informati...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
Abstract: The development of 21st century competencies and skills in science teaching and learning i...
Learning grammar is often viewed as boring and lack of learners’ enthusiasm. The use of technology ...
This study explored the utilization of a game-based assessment tool, Kahoot, as a formative test in ...
There have been studies which exploring students’ perception on the use of kahoot!. However, researc...
The use of game-based learning in language education can be an innovation in learning especially in ...
Background/purpose – Game-based learning is becoming increasingly popular among educators in higher ...
This research paper focuses on the concept of formative assessment and on the significance that the ...
Attempts to sustain economic growth and diversification within the Middle East have seen governments...
Recently, game-based learning has been increasingly popular in education to increase the colleges' s...
This study aims to determine students' perceptions of using Kahoot! in learning English, the problem...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
ABSTRACT Handayani, Kun. 2019. The Effect of Using Kahoot Game On Students’ Vocabulary. Thesis, Engl...
The advancement of technology has an impact on numerous aspects, including assessment. Students te...
This paper analyzed the effectiveness of using Students Response System namely Kahoot! to activate s...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
Abstract: The development of 21st century competencies and skills in science teaching and learning i...
Learning grammar is often viewed as boring and lack of learners’ enthusiasm. The use of technology ...
This study explored the utilization of a game-based assessment tool, Kahoot, as a formative test in ...
There have been studies which exploring students’ perception on the use of kahoot!. However, researc...
The use of game-based learning in language education can be an innovation in learning especially in ...
Background/purpose – Game-based learning is becoming increasingly popular among educators in higher ...
This research paper focuses on the concept of formative assessment and on the significance that the ...
Attempts to sustain economic growth and diversification within the Middle East have seen governments...
Recently, game-based learning has been increasingly popular in education to increase the colleges' s...
This study aims to determine students' perceptions of using Kahoot! in learning English, the problem...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
ABSTRACT Handayani, Kun. 2019. The Effect of Using Kahoot Game On Students’ Vocabulary. Thesis, Engl...
The advancement of technology has an impact on numerous aspects, including assessment. Students te...
This paper analyzed the effectiveness of using Students Response System namely Kahoot! to activate s...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
Abstract: The development of 21st century competencies and skills in science teaching and learning i...
Learning grammar is often viewed as boring and lack of learners’ enthusiasm. The use of technology ...