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DC Field | Value | Language |
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dc.contributor.author | Ouanane Chaimaa, Aicha | - |
dc.date.accessioned | 2024-03-20T08:14:10Z | - |
dc.date.available | 2024-03-20T08:14:10Z | - |
dc.date.issued | 2022 | - |
dc.identifier.citation | https://theses.univ-temouchent.edu.dz/opac_css/doc_num.php?explnum_id=5145 | en_US |
dc.identifier.uri | http://dspace.univ-temouchent.edu.dz/handle/123456789/3143 | - |
dc.description.abstract | Due to the wide spread of technology, the current perspective of learning and teaching is facing new challenges, different characteristics and learning styles that digital natives of this new world exhibit, new learning strategies are emerging with the rapid integration of technology and the internet such as game-based learning tool namely Kahoot! Kahoot is an online platform that allow the learning process to be more fun and motivating, in sort of quizzes and entertained questions. The present work aims to study the impact of gamebased learning tool such as Kahoot! On enhancing the students’ motivation and classroom interaction, through conducting a case study on L3 students at the English Department at Belhadj Bouchaib University of Ain Temouchent. This study is based on three research tools, as the researcher has conducted a classroom observation implementing a Kahoot in Culture and Civilization session, a questionnaire was addressed to students that experienced the Kahoot, and a structured interview was made with 05 teachers from the same department to collect their point of view about such learning medium. The gathered data were analyzed quantitatively and qualitatively. On balance, results indicate that both students and teachers liked the game and they enjoyed it, the finding also demonstrated that Kahoot could increase classroom interaction. In addition, the data revealed that Kahoot could have significant outcomes and influence on students’ motivation finally; this study shows that game-based learning is serving students’ needs and affecting positively their academic performance. The researcher hopes the findings would raise awareness about the use of such methods, as well as encourages administrators to facilitate the implementation of such modern learning tools. | en_US |
dc.title | Digital Immigrants Teaching Digital Natives, Implementing GameBased Learning Tool to Increase Motivation in Higher Education Case study of third year students of English at Belhadj Bouchaib University of Ain Temouchent | en_US |
Appears in Collections: | Langue Anglaise |
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