Reading engagement, achievement and learning experiences through kahoot

Dzul Rachman, Universitas Muhammadiyah Kalimantan Timur, Indonesia
Soviyah Soviyah, Universita Ahmad Dahlan, Indonesia
Syarief Fajaruddin, Universitas Negeri Yogyakarta, Indonesia
Rio Arif Pratama, Universitas Muhammadiyah Kalimantan Timur, Indonesia

Abstract


Side-synchronizing between English reading teaching and learning and latest technology is highly encouraged to happen nowadays in order to get better learning achievement. The main purpose of this study was to find out the effect of Kahoot! on reading comprehension. This study involved 244 students of one of the established private universities in East Kalimantan. Data analysis was conducted using descriptive statistics in the form of frequency, mean, standard deviation and t – test. The results showed that the students’ reading comprehension taught using Kahoot! was higher than that of those without Kahoot!. Furthermore, their cognitive, psychomotor and affective learning attitudes showed positive and significant effects as well. Based on the findings, it implies that online media like Kahoot! is strongly recommended to be used in reading teaching and learning process. It is expected that the finding would enrich and enlighten the relevant literature of the area.


Keywords


Kahoot; Reading comprehension; Higher Education; Student Engagement; Student Experience

Full Text:

Fulltext PDF

References


Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Improving participation and learning with gamification. Proceedings of the First International Conference on Gameful Design, Research, and Applications, 10–17. https://doi.org/10.1145/2583008.2583010

Bergin, S., & Reilly, R. (2005). The influence of motivation and comfort-level on learning to program. Proceedings of the 17th Workshop of the Psychology of Programming Interest Group, PPIG 05.

Bernik, A., Radosevic, D., & Bubas, G. (2017). Introducing gamification into e-learning university courses. 2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), 711–716. https://doi.org/10.23919/MIPRO.2017.7973515

Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning (IJET), 13(02), 72. https://doi.org/10.3991/ijet.v13i02.7467

Bista, S. K., Nepal, S., Colineau, N., & Paris, C. (2012). Using gamification in an online community. 8th International Conference on Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom), 611–618.

Bolukbas, F., Keskin, F., & Polat, M. (2011). The effectiveness of cooperative learning on the reading comprehension skills in Turkish as a foreign language. Turkish Online Journal of Educational Technology-TOJET, 10(4), 330–335.

Brown, H. D. (2007). Principles of language learning and teaching (5th Editio). Pearson Education, Inc.

Caldwell, J. E. (2007). Clickers in the large classroom: Current research and best-practice tips. CBE—Life Sciences Education, 6(1), 9–20. https://doi.org/10.1187/cbe.06-12-0205

Carnaghan, C., & Webb, A. (2007). Investigating the effects of group response systems on student satisfaction, learning, and engagement in accounting education. Issues in Accounting Education, 22(3), 391–409. https://doi.org/10.2308/iace.2007.22.3.391

Ciaramella, K. E. (2017). The effects of Kahoot! on vocabulary acquisition and retention of students with learning disabilities and other health impairments [College of Education]. https://rdw.rowan.edu/etd/2426/

Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. john Wiley & sons.

Damara, G. (2016). Students’ perception on the use of Kahoot! as an ice breaker in movie interpretation class. Doctoral dissertation, Sanata Dharma University.

Dečman, M. (2015). Modeling the acceptance of e-learning in mandatory environments of higher education: The influence of previous education and gender. Computers in Human Behavior, 49, 272–281. https://doi.org/10.1016/j.chb.2015.03.022

Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49–52.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11, 9. https://doi.org/10.1145/2181037.2181040

Gömleksi˙z, M. N. (2007). Effectiveness of cooperative learning (jigsaw II) method in teaching English as a foreign language to engineering students (Case of Firat University, Turkey). European Journal of Engineering Education, 32(5), 613–625. https://doi.org/10.1080/03043790701433343

Guthrie, R., & Carlin, A. (2004). Waking the dead: Using interactive technology to engage passive listeners in the classroom. AMCIS 2004 Proceedings, 358. https://aisel.aisnet.org/amcis2004/358

Jin, L., & Cortazzi, M. (2002). English language teaching in China: A bridge to the future. Asia Pacific Journal of Education, 22(2), 53–64. https://doi.org/10.1080/0218879020220206

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Kapuler, D. (2015). Top 100 sites and apps of 2014. Tech & Learning, 35(6), 14–16.

Kay, R. H., & LeSage, A. (2009). Examining the benefits and challenges of using audience response systems: A review of the literature. Computers & Education, 53(3), 819–827. https://doi.org/10.1016/j.compedu.2009.05.001

Lantz, M. E. (2010). The use of ‘Clickers’ in the classroom: Teaching innovation or merely an amusing novelty? Computers in Human Behavior, 26(4), 556–561. https://doi.org/10.1016/j.chb.2010.02.014

Leu, D. J., Coiro, J., Castek, J., Hartman, D. K., Henry, L. A., & Reinking, D. (2008). Research on instruction and assessment in the new literacies of online reading comprehension. Comprehension Instruction: Research-Based Best Practices, 2, 321–346.

Machado, M., & Tao, E. (2007). Blackboard vs. moodle: Comparing user experience of learning management systems. 2007 37th Annual Frontiers in Education Conference - Global Engineering: Knowledge without Borders, Opportunities without Passports, S4J-7-S4J-12. https://doi.org/10.1109/FIE.2007.4417910

Mayer, R. E., Stull, A., DeLeeuw, K., Almeroth, K., Bimber, B., Chun, D., Bulger, M., Campbell, J., Knight, A., & Zhang, H. (2009). Clickers in college classrooms: Fostering learning with questioning methods in large lecture classes. Contemporary Educational Psychology, 34(1), 51–57.

Ning, H. (2011). Adapting cooperative learning in tertiary ELT. ELT Journal, 65(1), 60–70. https://doi.org/10.1093/elt/ccq021

Pan, C.-Y., & Wu, H.-Y. (2013). The cooperative learning effects on English reading comprehension and learning motivation of EFL Freshmen. English Language Teaching, 6(5), 13–27.

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for elearning novices. Management Teaching Review, 2(2), 151–158. https://doi.org/10.1177/2379298116689783

Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93(3), 223–231. https://doi.org/10.1002/j.2168-9830.2004.tb00809.x

Raymer, R. (2013). The Rock Stars of eLearning: An interview with Karl Kapp. ELearn, 2013(9), 2524222.2524223. https://doi.org/10.1145/2524222.2524223

Sailer, M., Hense, J., Mandl, J., & Klevers, M. (2014). Psychological perspectives on motivation through gamification. Interaction Design and Architecture Journal, 19, 28–37.

Siegle, D. (2015). Technology: Learning can be fun and games. Gifted Child Today, 38(3), 192–197. https://doi.org/10.1177/1076217515583744

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. https://doi.org/10.1016/j.chb.2012.06.007

Stowell, J. R., & Nelson, J. M. (2007). Benefits of electronic audience response systems on student participation, learning, and emotion. Teaching of Psychology, 34(4), 253–258. https://doi.org/10.1080/00986280701700391

Suh, J.-S. (2009). Reading concepts in cooperative work by EFL college students. English Teaching, 64(2), 151–171.

Thalheimer, R., & Ali, M. M. (2003). The demand for casino gaming. Applied Economics, 35(8), 907–918. https://doi.org/10.1080/0003684022000018259

Tsai, T. (2004). The effects of cooperative learning on teaching English reading comprehension and attitude of senior students in high school. Journal of Research on Elementary Education, 13, 261–283.

Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227. https://doi.org/10.1016/j.compedu.2014.11.004

Wei, C. L. (1996). Cooperative English learning activities: Perceptions of Taiwanese college students. Educational Research, 4, 13–26.

Yang, J., Pan, H., Zhou, W., & Huang, R. (2018). Evaluation of smart classroom from the perspective of infusing technology into pedagogy. Smart Learning Environments, 5(1), 20. https://doi.org/10.1186/s40561-018-0070-1




DOI: https://doi.org/10.21831/lt.v7i2.38457

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 Dzul Rachman, Soviyah Soviyah, Syarief Fajaruddin, Rio Arif Pratama

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


Our Journal indexed by:

     


 Creative Commons License
LingTera is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Based on a work at https://journal.uny.ac.id/index.php/ljtp.

View My Stats