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Language Learning in the 21st Century: Malaysian ESL Students' Perceptions of Kahoot!

Language Learning in the 21st Century: Malaysian ESL Students' Perceptions of Kahoot!
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Author(s): Debbita Ai Lin Tan (School of Languages, Literacies and Translation, Universiti Sains Malaysia, Gelugor, Malaysia), Bee Choo Lee (School of Languages, Literacies and Translation, Universiti Sains Malaysia, Gelugor, Malaysia), Malini Ganapathy (School of Languages, Literacies and Translation, Universiti Sains Malaysia, Gelugor, Malaysia)and Shaidatul Akma Adi Kasuma (School of Languages, Literacies and Translation, Universiti Sains Malaysia, Gelugor, Malaysia)
Copyright: 2022
Pages: 19
Source title: Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-3710-0.ch036

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Abstract

Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students (n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the sessions covered various English language learning components including vocabulary and reading comprehension, but focused largely on grammar. At the end of the semester, the participants completed a 34-item questionnaire comprising closed- and open-ended items. The questionnaire was tested for reliability with returned values indicating high internal consistency, thus making the instrument a reliable option for use in future studies. The study's findings indicate that the students found Kahoot! to be beneficial in terms of: 1) inducing motivation, and 2) fostering and reinforcing learning. The students were also of the opinion that Kahoot! would be useful for foreign language learning (for instance, Spanish and French).

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