The Effectiveness of Using Kahoot! in Vocabulary Development of Grade 5 Pupils in the Selected Elementary Schools in Lucena City
Area of Research
Abstract
Technology is being increasingly integrated into teaching environments in view of enhancing students’ engagement and motivation. In particular, game-based student response systems have been found to foster students’ engagement, enhance classroom dynamics and improve overall students’ learning experience. Through the used of different reference, the researcher used method such a giving questionnaire to the respondents. The researcher also aimed to identify the demographic profile of the respondents, the effect of using Kahoot as a game-based learning platform, the perception of the students on using Kahoot for vocabulary development and last is the challenges encountered of the students while using Kahoot. The researcher used the random sampling as a sampling design for the students respondents.
The researcher expect that the result of this study can be effective to develop the skills of the students especially in vocabulary development. Kahoot is kind of gamification can be engaging and fun and therefore may influence the motivation of the participants. Survey questionnaire can help to prove that the Kahoot can be effective for the students engagement and motivation.
Keywords
Kahoot
gamification
vocabulary
game-based learning platform
technology
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