Learner Engagement in Using Kahoot! within a University English Proficiency Course

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 sui...

Fuld beskrivelse

Bibliografiske detaljer
Main Authors: Mohd Zulfadli, Mat Husin, Ruhil Amal, Azmuddin
Format: Article
Sprog:English
Udgivet: ÜNİVERSİTEPARK Limited, Istanbul, Turkey 2022
Fag:
Online adgang:http://umpir.ump.edu.my/id/eprint/35354/1/Learner%20engagement%20in%20using%20Kahoot%20within%20an%20English%20Proficiency%20course.pdf
Beskrivelse
Summary: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.