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Makale detayı · 2022 · article

Gamification in English Language Classrooms: The Case of Kahoot!

Dergi Bilim, Eğitim, Sanat ve Teknoloji Dergisi (BEST Dergi)/Science, Education, Art and Technology Journal (SEAT Journal)
ISSN2630-581X
YÖKSİS OpenAlex Açık erişim · diamond Üst %10
Yıl2022
Atıf14OpenAlex
Atıf19Semantic Scholar · 1 etkili
Yüzdelik%97,2
FWCI7,431,00 = dünya ortalaması

Veri kaynağı ayrımı

  • YÖKSİSYÖKSİS makale kaydı
  • YÖKSİS dergi adıBilim, Eğitim, Sanat ve Teknoloji Dergisi (BEST Dergi)/Science, Education, Art and Technology Journal (SEAT Journal)
  • OpenAlexOpenAlex zenginleştirmesi (özet, atıf, konular)
  • Semantic Scholaratıf sayısı (OpenAlex ile birleştirilmez)

Özet

OpenAlex İngilizce

Technology has been part of education in the 21st century. Especially gamification and online games have been integrated into traditional classroom instruction and they have found their place in language education. It is argued that gamification creates opportunities in which teachers and students focus on entertaining game elements that can be used in non-game settings such as the classroom. Kahoot! is one of the most commonly used online gamification applications that many teachers and students utilize in language teaching and learning process. The current review article focuses on teaching English as a foreign language with the help of Kahoot!. Therefore, the researchers give a detailed explanation of the benefits that Kahoot! brings to the language classroom for both teachers and learners, and how teachers can use Kahoot! for evaluative purposes. The researchers also introduce an overview of classroom activities in which teachers can utilize Kahoot! to develop students’ language skills in the current article.

Konular

Atıflar

OpenAlex cited_by_count. WoS veya Scopus atıf sayısı değildir; o kaynaklar için ayrı kolon yoktur.

14atıfOpenAlex · cited_by_count (önbellek / veritabanı)

Yerel katalogda bu makaleye atıf yapan 3 yayın (OpenAlex referans eşleşmesi; tam dünya listesi değildir).

  1. 2025 The Effect of Web 2.0-Supported Gamification on EFL Students Self-Efficacy in Online Learning EnvironmentsAtıf 2 · OpenAlex
  2. 2025 The Effect of Web 2.0-Supported Gamification on EFL Students Self-Efficacy in Online Learning EnvironmentsAtıf 2 · OpenAlex
  3. 2026 Researchers’ and Students’ Opinions on the Implementation of User Type-Based Gamified Lesson PlansAtıf 0 · OpenAlex

Yazarlar

2
  1. EZGİ KIYANÇİÇEK 1
  2. LEVENT UZUN BURSA ULUDAĞ ÜNİVERSİTESİ 2