Kahoot! App: An Interactive Tool to Enhance the English Participation of Grade 7 Students
DOI:
https://doi.org/10.54536/ajahs.v1i2.315Keywords:
Assessment Tool, English Students, Google form, Kahoot! App, Student’s ParticipationAbstract
This study is aimed at improving the participation of 30 Grade 7 students during the Academic Year 2021-2022 through the Kahoot! App. Kahoot! is a game-based student-response system that focuses on engaging the students in the classroom. Through class observations and interviews, it was found that students were rarely volunteering to answer questions and contribute to the discussion because of the traditional tools used by the teacher. To further validate the researchers’ observations, the respondents were given a pre-survey checklist as well as a post- post-survey checklist. This was to determine their extent of participation before and after the employment of the intervention. Results showed that the mean score of the respondents in their pre-survey was 1.79 or Strongly Disagree, while in their post-survey, it was 4.41 or Strongly Agree which means that there was a mean difference of 2.63. Also, the t-value of -37.51 means that the pre-survey checklist obtained a lower result than the post-survey checklist. This is attributed to the fact that the students favored and preferred Kahoot! App than Google Form. In addition, the p-value of 0.000 is less than the .01 level of significance which further validates that there is a significant difference of the pre-survey and the post-survey. This implies that the intervention of this research proved to improve the participation of the students in English. Thus, the intervention of this study is highly recommended for teachers to use in facilitating assessment activities in online setting because of the its engaging features like colorful backgrounds, pictures, interesting graphics, and immediate feedback, which motivate the students to participate.
Downloads
References
Aljaloud et. al. (2015). Research trends in student response systems: A literature review. Retrieved on June 14, 2022 from https://www.researchgate.net/publication/289570995
Astin (2019). What matters in college? Four critical years revisited. San Francisco, CA: Jossey-Bass. Retrieved on January 20, 22 from https://files.eric.ed.gov/fulltext/EJ1152330.pdf
Batsila and Tsihouridis (2018). “Let’s go… kahooting”–teachers’ views on CRS for teaching purposes. In International conference on interactive collaborative blearning (pp. 563–571). Springer Retrieved on April 22, 2022, from https://journals.sagepub.com/doi/full/10.1177/1046878119882048
Bawa, P. (2019). Using Kahoot to Inspire. Journal of Educational Technology. Retrieved on May 5, 2022 from https://www.techlearning.com/how-to/what-is-kahoot-and-how-does-it-work-for-teachers
Bhandari (2020). Innovating pathology learning via Kahoot! game-based tool: a quantitative study of students’ perceptions and academic performance. Retrieved on January 21, 2022 from https://www.techlearning.com/how-to/what-is-kahoot-and-how-does-it-work-for-teachers
Bransford et al. (2021). Assessment, Teaching and Theories of Learning. Retrieved from https://www.researchgate.net/publication/271964452
Dlab et al. (2020). Participation in Virtual Setting. Retrieved on January 21, 2022 from https://wasa-oly.org/WASA/images/WASA/6.0%20Resources/Hanover/Research%20Brief---Virtual%20Learning%20Expecations%20and%20Participation.pdf
Gebbels (2018). Re-engineering challenging and abstract topics using Kahoot!, a student response system. Compass: Journal of Learning and Teaching, 11(2) Retrieved on December 19, 2021 from https://www.natcom.org/sites/default/files/pages/eTools_Kahoot_August_2017
Hodges et. al. (2020). The difference between emergency remote teaching and online learning. In: Educase Review. Retrieved on December 20, 2021 from https://er.educause.edu/articles/2020/3/the-difference-between-emergency-remote-teaching-and-online-learning.
Holsti (2017). Delay of Games: A Content Analysis of Coverage of Black Male Athletes by New Websites, 2002-2012 Retrieved on January 21, 2022 from https://www.scirp.org/(S(czech2tfqyw2orz553k1w0r45))
Isohalata et al. (2017) Socially shared regulation of learning and participation in social interaction in collaborative learning. International Journal of Educational Research, 81, 11–24. Retrieved on January 21, 2022 from https://doi.org/10.1016/j.ijer.2016.10.006
Michailidis et al. (2018). Interaction analysis for supporting students’ self-regulation during blog-based CSCL activities. Journal of Educational Technology & Society, 21(1), 37–47. Retrieved on May 5, 2022 from https://www.jstor.org/stable/26273866
Moidunny (2009). The effect of using Kahoot! for learning – A literature review. Retrieved on December 19, 2021 from https://www.sciencedirect.com/science/article/pii/S0360131520300208
Plump and Larosa (2017). eTools: Using kahoot! In the classroom to create engagement and active learning: A game-based technology solution for elearning novices, 151–158. Retrieved January on 19, 2022 from https://www.natcom.org/sites/default/files/pages/eTools_Kahoot_August_2017
Putri (2019). Kahoot! App as an Outstanding Tool in Today’s Virtual World. Retrieved on December 19, 2021 from https://files.eric.ed.gov/fulltext/EJ1105282.pdf
Reimers et al. (2020). Supporting the continuation of teaching and learning during the COVID-19 pandemic. Retrieved on January 19, 2022 from https://www.researchgate.net/publication/311715494_Overcoming_barriers_to_learning_A_guide_for_academics
Siti Maziha (2019). Factors influencing classroom participation: a case study of Malaysian undergraduate students. Retrieved on December 20, 2021 from https://cyberninka.org/article/n/1141850
Sivapalavan & Cregan (2015). Value of online resources for learning by distance education. CAL-laborate. International Journal of Innovation in Science and Mathematics Education, 14(1), 23–27. Retrieved on January 19, 2022 from https://files.eric.ed.gov/fulltext/EJ728902.pdf
Sudweek and Barbour (2018). Participation in Online Courses and Interaction in Virtual Setting. Retrieved on December 19, 2021 from https://core.ac.uk/download/pdf/11425635.pdf
Toth et al. (2019). The effect of the Kahoot! quiz on the student’s results in the exam. Retrieved on December 20, 2021 from https://Kahoot!appasagame-basedstudentresponsesystem//123fhssgdhfn.pdf
Villanueva, L. B. (2016). The Effect of Constructivist Approach in Teaching Short Stories and Poems to the English Performance of Students. Retrieved on May 17, 2022 from: https://dx.doi.org/10.18843/rwjase/v7iI(1)/02
Villanueva, L. B. (2022). Biag ni Lam-ang: An Ilokano Epic Analysis and Its Implication to Ilokano Folk Literature and Philippine Educational Development. Journal of Tianjin University Science and Technology. https://tianjindaxuexuebao.com/details.php?id=DOI:10.17605/OSF.IO/RYXCN
Villanueva, L., & Gamiao, B. (2022). Effects of Code Switching Among College Instructors and Students in a Philippine Classroom Setting. American Journal of Multidisciplinary Research and Innovation, 1(2), 70-77.
Wang, C., et al. (2017). eTools: The Wear Out Effect of a Game-based Student Response System. Computer and Education. Retrieved on January 20, 2022 from https://www.natcom.org/sites/default/files/pages/eTools_Kahoot_August_2017
Wang Zhu et al. (2018). The effect of digitizing and gamifying quizzing in classrooms. In European conference on games-based learning. Paisley, Scotland: Academic Conferences and Publishing International Retrieved on January 20, 2022 from https://typeoflearningtooldfhr12h3v3bhd.pdf
Wang, Alf I. (2020). Dozens of studies show learning benefits of using Kahoot! App. Retrieved from https://kahoot.com>blog>2020/07/01>dozens-of-studies-show-learning-benefits-of-using-Kahoot!
Weaver and Qi (2019). Student Participation in the College Classroom: An extended Multidisciplinary Literature Review. Retrieved on December 19, 2021 from https://files.eric.ed.gov/fulltext/EJ728902.pdf.
William (2018) Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. Retrieved on December 19, 2022 from https://www.researchgate.net/publication/313418401
White and Mcloy (2019). Effects of Game-Based Learning o Attitude and Achievement in Elementary Mathematics. Networks: An online Journal for Teacher Research. Retrieved on January 19, 2022 from https://files.eic.ed.gov
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 Louie Villanueva, Mr. Jay-rald M. Sinampaga, Ms. Sarah Mae R. Flordeliza, Ms. Janine Kate C. Valera, Ms. Shaira A. Tamayo
This work is licensed under a Creative Commons Attribution 4.0 International License.