Mohd Zulfadli, Mat Husin and Ruhil Amal, Azmuddin (2022) Learner Engagement in Using Kahoot! within a University English Proficiency Course. Educational Process: International Journal, 11 (2). pp. 167-180. ISSN 2564 - 8020. (Published)
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Abstract
Background/purpose – Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners’ needs. This study explored the suitability of Kahoot! as one of the most commonly used game-based learning platforms in education. The aim of study was to determine whether Kahoot! can be used to engage learners and reinforce learning for academic purposes in higher education institutions.
Item Type: | Article |
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Uncontrolled Keywords: | Kahoot!, learner engagement, game-based learning, English for academic purposes, higher education |
Subjects: | L Education > LB Theory and practice of education P Language and Literature > PE English |
Faculty/Division: | Institute of Postgraduate Studies Center for Modern Languages |
Depositing User: | Noorul Farina Arifin |
Date Deposited: | 05 Oct 2022 02:38 |
Last Modified: | 05 Oct 2022 02:38 |
URI: | http://umpir.ump.edu.my/id/eprint/35354 |
Download Statistic: | View Download Statistics |
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