Using Kahoot! As A Multimodal Tool: A Literature Review
Keywords:
student response systems, , game-based response systems, digital learning, classroom dynamics, motivation, Kahoot!Abstract
Using different learning materials for language teaching has become more common as technology develops and has started to be used in a lot of educational settings. One of these tools is Student Response Systems which have been used for many years. After a couple of years, game features have been added and it turned into a new concept known as Game-based Online Student Response Systems. Kahoot! , which is a game-based platform, is one of the best-known examples of these tools. It can be used for different purposes such as assessing students’ performances, reviewing their knowledge, or as a new path to change traditional classroom activities. This review article aims to present the results of different studies on this subject by focusing on the effects of Kahoot! on classroom atmosphere, learning performance, students’ and teachers’ attitudes and perceptions.
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Copyright (c) 2021 Doğukan Yıldırım, Fatma Sadık
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.