<?xml version="1.0"?>
<rss version="2.0">
   <channel>
      <title>Literature Reviews by peter mcloughlin</title>
      <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2022-07-21 03:06:49 UTC</pubDate>
      <lastBuildDate>2025-10-28 13:48:19 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
      <image>
         <url></url>
      </image>
      <item>
         <title>Crystal Callista Anak Yunus and Tan Kim Hua</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247442773</link>
         <description><![CDATA[<div>Anak Yunus, C. C., &amp; Hua, T. K. (2021). Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. <em>Journal of Education and e-Learning Research</em>, <em>8</em>(1), 103-108.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1289663.pdf" />
         <pubDate>2022-07-21 07:15:21 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247442773</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247461320</link>
         <description><![CDATA[<div>This research was conducted to explore the influence and effects of Quizizz in enhancing young Malaysian ESL learners  earning irregular English verbs. This quasi-experimentally designed research gathered data from a sample of 30<br>primary pupils using a pre-test/post-test approach. The data attained were analyzed descriptively using sample t-tests to explain the increment of the pupils’ performance on the post-test associated with learning via Quizizz. The results are discussed both in terms of overall pupil performance involving the use of Quizizz and in terms of gender comparison to examine any significant difference in performance between male and female users of Quizizz.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 07:52:20 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247461320</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247465376</link>
         <description><![CDATA[<div>The single group pre-test post-test design was employed in this research. Pre-test and post-test were executed before and after the treatment. The tests were conducted to obtain the scores, which will be used to assess the participants' achievements both before and after the intervention, as well as to make gender comparisons of learner performance.<br>Samples of 30 primary school pupils of 11 years of age were selected, comprising of 19 boys and 11 girls. The unequal numbers of male and female respondents were the outcome of purposive sampling whereby struggling pupils were chosen to examine whether Quizizz assisted the participants in enhancing their learning of irregular past verbs. The goal was as also to unravel the impact of Quizizz in the respondents’ interest and performance in the targeted language structure. This study was conducted in a primary school in Padawan, Sarawak. Apart from that, this study was conducted on the first term of schooling when the&nbsp; respondents received formal learning on the usage of regular past and irregular verbs.<br>The first research question was answered by analyzing the scores of each respondent in pre-test and post-test.<br>The scores for both tests were then translated into percentages. Descriptive statistics were used to display the data collected to answer the first research question. Mean score and mean interest of the population were obtained via<br>the IBM SPSS Statistics Version 23 application.<br>A normality test was conducted before answering the second research question so as to select appropriate tests<br>with regards to the data attained.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 08:00:33 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247465376</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247470092</link>
         <description><![CDATA[<div>The test results reflected that the implementation of online games like Quizizz has brought about an enhancement in the pupils’ learning of irregular past tense verbs. Based on previous studies by Baturay, Yildirim &amp; Daloglu (as cited in Donmus (2010), “using computers and the web in language teaching provides more effective learning when compared with traditional methods, increases the motivation of the learner, develops positive attitudes in students, and increases the retention process.” Hence, it can be concluded that the use of Quizizz does assist in enhancing pupils’ learning of irregular past tense verbs.&nbsp;<br>There was a significant difference between the genders for post-test marks, and therefore, the null hypothesis is rejected in favor of the alternative hypothesis. Girls showed a greater improvement in their learning of irregular past verbs via Quizizz, with the mean score of post-test being higher than boys. Based on this result, there is a need to devise suitable approaches and teaching strategies to bridge the gap between genders and their acquisition of irregular past verbs.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 08:09:45 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247470092</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247470813</link>
         <description><![CDATA[<div>Based on the findings attained from this research, the use of Quizizz is not only effective in enhancing the teaching and learning of English irregular past verbs among young ESL learners but also serves as an invaluable tool to inculcate interest and a sense of passion towards acquiring the English language. The implementation of online interactive games such as Quizizz can be seen as an exhilarating, creative, and impactful means of shifting from the conventional way of imparting knowledge, especially to millennials. The findings of this research indicate that game-based learning is indeed beneficial in language teaching as it is effective in elevating the pupils’ interest and learning of the English irregular past verbs. Gamification also prepares both teachers and pupils to meet the demands of globalization in education. Online interactive games are relevant and useful not only to enhance the quality of language teaching, but also to promote digital literacy among the young generation, which is in line with the demands of the fourth industrial revolution.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 08:11:17 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247470813</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247485670</link>
         <description><![CDATA[<div>I think this study was relatively small (30 students) and limited in scope, only really looking to answer a few questions.&nbsp; Whether Quizizz was effective for teaching and enhancing primary grade 5 pupils’ learning of irregular past tense verbs and was there any significant difference between male and female pupils?&nbsp; With regard to answering these questions within this class, I think the authors were quite successful.&nbsp; Though due to its small scale and narrow scope it's difficult to tell if Quizizz had the actual impact that the authors thought it had.</div><div>Given that the study was only conducted in one class, it could be argued that it was the teacher that influenced the students.&nbsp; Maybe the teacher had never used Quizizz before and their enthusiasm impacted student engagement.&nbsp; The study was also very short term and again maybe this is a novelty for the students that would wear off if often used.&nbsp; Characteristics of the teacher could also have impacted the study.&nbsp; Maybe the boys didn’t perform as well because of the gender, age or even personality of the teacher.</div><div>I think the results are interesting and believable, but further research should be carried out across different age groups and conducted by a range of teachers to see if the results can be replicated and more general conclusions drawn.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 08:47:00 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247485670</guid>
      </item>
      <item>
         <title>Nadia Azzouz Boudadi and Mar Gutiérrez-Colón</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247528817</link>
         <description><![CDATA[<div>Boudadi, N. A., &amp; Gutiérrez-Colón, M. (2020). Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019. <em>The EuroCALL Review</em>, <em>28</em>(1), 57-69.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1257523.pdf" />
         <pubDate>2022-07-21 10:28:12 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247528817</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247529749</link>
         <description><![CDATA[<div>This paper focuses on Gamification.&nbsp; Gamification only recently began in business and later became an interesting approach for researchers and professionals in education as it appears to increase motivatiion and engage learners. Nevertheless, with regards to it's educational benefits, it is still a very new concept and there isn't much empirical evidence available to firmly support its effects. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning.<br>Their work is aimed at answering the following research questions:</div><ul><li>What literature has been produced recently on the effect of Gamification on L2 students’ motivation or engagement?</li><li>What literature has been produced recently on the effect of Gamification on second language learning achievement?</li><li>Are there any significant results to support the benefits of Gamification on both motivation or engagement and second language learning achievement?</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 10:31:06 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247529749</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247536472</link>
         <description><![CDATA[<div>In order to provide clear outcomes, a meta-analysis methodology was used following the six-step review process defined by Rickinson and May (2009): scoping, searching, selecting, analysing, synthesising and reporting.</div><div><br></div><div>The authors first established a strategic search method based on effective scanning of the most relevant literature. The bibliography was retrieved from the two leading international databases: Web of Science and Scopus; to ensure high quality standards of the research presented in those articles. They applied a search strategy by introducing different combinations of keywords and after cross-referencing the publications provided by the two databases, duplicated results were rejected.</div><div><br></div><div>Their first search phase provided 97 papers from which they excluded several duplicates. Then from the remaining articles, they selected the most relevant ones and finally ended up synthesising and reporting 15 papers, which explored the effects of Gamification on L2 learning. They extracted key content from all the papers and classified it systematically by: authors, date, observed variables, methodology, measuring tools, sample, duration, research questions and results.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 10:50:48 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247536472</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247541762</link>
         <description><![CDATA[<div>So far, Gamification is seen to be an efficient technique to boost engagement and motivation but when it comes to education, more research is needed to provide solid<br>evidence of its benefits both on students’ affective states and learning outcomes (Dicheva et al., 2015). The lack of unified discourse among researchers (Hamari, Koivisto, &amp; Sarsa, 2014) shows the need to dig deeper into the effects of Gamification on learning.&nbsp;<br><br>After a thorough literature search, only a very limited number of papers matched the authors selection criteria regarding empirical evidence supporting the educational benefits of using Gamification in SLA. This review adds even more weight to the idea that further research should be undertaken to clear up confusing and ambiguous results.<br>An analysis focused purely on results would show that the use of Gamification with L2 learners is a predominantly positive experience. However, considering the research limitations found in most studies, caution must be exercised, at least until further research has shown clearer results and<br>allows researchers and teachers to reach a general consensus on the role that Gamification should be given in learning contexts.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 11:05:26 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247541762</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247553472</link>
         <description><![CDATA[<div>Are there any significant results to support the benefits of Gamification on both motivation or engagement and second language learning achievement?</div><div><br></div><div>Answering their questions, What literature has been produced recently on the effect of Gamification on L2 students’ motivation or engagement? And What literature has been produced recently on the effect of Gamification on second language learning achievement? The authors found a substantial amount of studies had been conducted.&nbsp; Most experiments incorporated a gamified resource especially created for the study (i.e Kahoots, Class Dojo Duolingo).&nbsp; English stood out among the second languages studied. More than half of the studies were performed with students of English.</div><div><br></div><div>Psycho-behavioural variables seem to be the main focus. This is probably due to the fact that Gamification is often used exactly for that purpose: stimulating psycho-behavioural aspects like motivation and engagement. In fact, almost half of the studies focussed only on psycho behavioural evidence such as motivation, engagement or attitudes towards the gamified experience, five papers were focussed on a combination of psycho-behavioural and cognitive effects and four were centred just on cognitive results.</div><div><br></div><div>Answering the question “Are there any significant results to support the benefits of Gamification on both motivation or engagement and second language learning achievement?” was a little more difficult.&nbsp; From a general point of view, most studies show positive results with a balanced attention on both psycho-behavioural and cognitive variables.</div><div><br></div><div>After analysing all the papers, the authors found features from each study that would indicate some kind of limitations from an empirical viewpoint. Besides the very limited number of studies, all of them show some kind of research limitations. Almost 70% of the studies included some quantitative research with no control group. Among all the quantitative studies, 54% lasted less than one month, 31% showed an imbalance between students’ gender or between the group allocation (control vs experimental) and 23% involved small groups of participants. Nonetheless, altogether the reviewed literature provides valuable data to guide researchers and educators keen on using Gamification as a potential booster of second language learning. We hope this paper will spark enough interest among research communities so as to keep on exploring educational benefits of Gamification.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-21 11:43:51 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247553472</guid>
      </item>
      <item>
         <title>Yürük, N.</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247663796</link>
         <description><![CDATA[<div>Yürük, N. (2019). Edutainment: Using Kahoot! As a review activity in foreign language classrooms. <em>Journal of Educational Technology and Online Learning</em>, <em>2</em>(2), 89-101.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1315560.pdf" />
         <pubDate>2022-07-21 15:30:43 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247663796</guid>
      </item>
      <item>
         <title>Mohammed J.Asiri</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247665518</link>
         <description><![CDATA[<div>Asiri, M. J. (2019). Do teachers attitudes, perception of usefulness, and perceived social influences predict their behavioral intentions to use gamification in EFL classrooms? Evidence from the Middle East. <em>International Journal of Education and Practice</em>, <em>7</em>(3), 112-122.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1218521.pdf" />
         <pubDate>2022-07-21 15:34:38 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247665518</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247998131</link>
         <description><![CDATA[<div>This study is about the online app called Kahoot. Kahoot has many uses in the classroom and has been used to help in teaching ESL. The aim of the study is to demonstrate how Kahoot can be used as a review activity in foreign language classrooms and to gather information on students’ perceptions about this application included in the educational process.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-22 04:17:37 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247998131</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247999805</link>
         <description><![CDATA[<div>The research design for this study is action research. Kahoot was implemented three times at the end of every three units. For the quantitative part of the study, data were collected through a 20-item questionnaire including 15 participants to determine the perceptions of the use of Kahoot.<br>This study is conducted with undergraduate students from the Translation and Interpreting and English Language and Literature Departments at Selçuk University in Turkey. It includes 15 participants 8 of the participants were male and the rest of them were female. The English level of participants was pre-intermediate level. The students ranged from 18 – 20 years of age. They completed the course at the upper-intermediate level. All the participants engaged in the study learn English as a foreign language.<br>In this study, Kahoot was implemented three times at the end of every three units. The multiple choice questions created on Kahoot applications are chosen randomly from the target words combined from every three units of their course book.<br>At the end of the course, when all units in the coursebook are covered by the students, in order to gather quantitative data on their perceptions of students, a 20-item questionnaire was presented to students.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-22 04:20:48 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2247999805</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248000072</link>
         <description><![CDATA[<div>Findings of the study indicate that students were able to engage actively in the lessons and they were able to master the target language effectively and enjoy learning English using games.<br>According to the findings of the study, this study has cultivated a positive attitude and shows a higher level of motivation towards learning a language using the Kahoot game platform. The participants’ responses show that they feel motivated in learning the language after they were engaged in Kahoot games. Thus, it can be concluded that the Kahoot game in English language classroom help to cultivate positive attitudes, increase the motivation level of participants, and stimulate better perceptions and expectation of learners in future English classrooms (Dellos, 2015). Also, in such a competitive, fun, and enjoyable learning environment and they actively engage learning and communicating learners in order to master their foreign language.<br>Studies of Kahoot (Dellos, 2015; Thomas, 2014; Plump, C. M. &amp; LaRosa, J. 2017; Michos, M.2017) have shown that the application is user-friendly, and that it is a platform that both teachers and learners are able to benefit and it was one of the best applications to promote learning in class and integrate competition into the educational environment.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-22 04:21:15 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248000072</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248007563</link>
         <description><![CDATA[<div>To motivate learners, ESL teachers are encouraged to use gaming elements, which can stimulate students to take a more active role in the learning process. There are many free and informal online applications now available to support this model, but not all EFL teachers, particularly female ones, are inclined to introduce gamification. Three essential variables that may influence their behavioral intentions to use gamified applications are attitude, perceived usefulness, and perceived social influence, which this study aims to investigate.&nbsp; This study is one of only a few that has investigated the factors influencing female teachers’ behavioral intentions to use gamified applications in Saudi schools. &nbsp;<br>The purpose of this study is to:</div><ul><li>Examine the relationship between teachers’ behavioral intentions to adopt gamification and the independent variables selected.</li><li>Determine how those variables can predict their<br>intention to use gamified applications.</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-22 04:34:19 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248007563</guid>
      </item>
      <item>
         <title>Latifah Alharbi</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248016807</link>
         <description><![CDATA[<div>Alharbi, L. (2020). The Effectiveness of Using Interactive Technology and Video Games on Developing English as a Foreign Language among Saudi Students in Qassim Region. <em>TESOL International Journal</em>, <em>15</em>(5), 6-30.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1329753.pdf" />
         <pubDate>2022-07-22 04:55:07 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248016807</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248021216</link>
         <description><![CDATA[<div>Globalization and technical evolution eased the communication with different peoples from all around the world yet, language is still a barrier that should be overcame by continuous and effective learning. Technology is a powerful tool for learners who want to either start learning a new language or develop and strengthen their foreign languages. Saudi Arabia is an Arabc country, and their native tongue language is Arabic yet, its economic is mainly dependent on dealing with foreigner speaking -mainly- English, this study was carried to assist the effectiveness of interactive technology and video games on developing English as a foreign language among Saudi students in Qassim region.<br>This main question is subdivided into the following sub-questions:<br>1. How is the interactive technology and video games used to teach Saudi students English<br>as a foreign language in Qassim Region?<br>2. To what extent does the interactive technology and video games enhance developing<br>English as a foreign language for Saudi students in Qassim Region?<br>3. What are the challenges encountered by teachers and learners in using the interactive<br>technology and video games?<br>4. What features or designs of the game will motivate Saudi students to learn more English<br>language?</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-22 05:07:56 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248021216</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248447162</link>
         <description><![CDATA[<div>Kahoot can be used as an efficient strategy in class. Bergin and Reilly (2005) state that “the use of games to promote students’ learning has been done to capture students’ interest as all of us learn better when we are motivated” (p.294).&nbsp; Plump and LaRosa (2017) explained that the students were satisfied with the use of this game according to their answers and experiences regarding the use of Kahoot. One of the most important advantages of Kahoot application is immediate feedback.  Kahoot also frees both the teachers and students from traditional assessment and evaluation models. It supports a relaxed and confident atmosphere in class and allows the opportunity for students to discuss and compare their answers with their peers in class and in that way every student can notice their lack and fallacies on a certain topic.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 05:23:35 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248447162</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248447763</link>
         <description><![CDATA[<div>I think the authors were successful in demonstrating that Kahoot can be used as a review activity in foreign language classrooms and to gather information on students’ perceptions about this application included in the educational process.&nbsp; Again, as with the previous articles the study was very small (15 Students) but I felt that the authors were able to get the data they needed to assess the benefits of Kahoot as a tool for teaching ESL.</div><div><br></div><div>The authors themselves point out that Kahoot can have limitations from a foreign language pedagogical perspective. If not used properly or used very frequently, this type of activity can cause a bit of "fatigue" and demotivation. Therefore, it is advisable to apply this type of quizzes moderately, with clear and precise objectives, and always with feedback, in order to enrich the evaluation and improve the teaching-learning process.</div><div>Another limitation of the study was the limited time that it was used in class.&nbsp; This was due to the fact that the instructor was often rushed and preoccupied with covering the current curriculum.</div><div>The authors also point out that the results of this study may have been different if there was not wireless connectivity.&nbsp;</div><div><br></div><div>Finally the authors mentioned that the students only learn the language during lesson hours.&nbsp; I thought one of the advantages of using Kahoot was that you can send the students a link and allow them to play in their own time.&nbsp; By encouraging them to play and replay, achieving 100%, and getting up the leaderboard, I would assume that this would produce better learning outcomes.&nbsp; I would have liked to have seen this carried out and maybe compared to a control group to see what impact, if any, that would have had.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 05:27:22 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248447763</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248457734</link>
         <description><![CDATA[<div>This is a quantitative study and a descriptive, correlational research design was adopted. The target population for this study comprised 1,968 female English teachers employed at public schools in Riyadh, Saudi Arabia.  With the assistance of the Head of English Language at the Ministry of Education, the sample of 300 female English teachers was randomly selected from the target population. A questionnaire was distributed to these in the second semester of 2018.&nbsp; 212 responses were received. However, 55 of the responses were incomplete and removed, leaving 157 valid responses for the analysis.&nbsp;<br>The questionnaire was divided into four parts:</div><ol><li>Behavioral Intention to Use.</li><li>Attitude&nbsp;</li><li>Perceived Usefulness</li><li>Perceived Social Influence.</li></ol><div>All items were assessed using a 5-point Likert scale (ranging from 1 = strongly disagree to 5 = strongly agree).</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 06:28:33 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248457734</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248466223</link>
         <description><![CDATA[<div>A positive relationship was found to exist between behavioral intention to use gamification and affective and cognitive attitudes, perceived usefulness, and perceived social influences, which suggests that a more positive affective, cognitive attitude and perception of usefulness and social influences can lead to a higher behavioral intention to use gamification.&nbsp; The positive attitude displayed by female Saudi teachers can be explained by the affective and cognitive domains. The strength of these relationships are virtually equal, meaning that the teachers decide to use gamified applications based on not only their personal preference and technophilia but also their awareness of its benefits.<br>While female Saudi professionals have learned to adapt their professional interactions to their technological knowledge, social influences have also played akey role in female Saudi teachers’ use of technology. This may be due to Saudi society being a collectivist, not an individualistic, culture, in which a group mentality and social norms control each individual’s decision-making; therefore, it is unlikely that the opinions of female teachers are independent of their immediate social environment.&nbsp;<br>The findings of this study support those of earlier studies, according to which, teachers’ intentions to use technology is significantly influenced by their respective positive or negative attitudes moreover, those with positive perceptions are more likely to adopt. &nbsp;<br>In addition, teachers are influenced by their social surroundings, and their behavioral intentions will change according to others’ expectations: their intention to use technology is higher when they think it is expected of them by those whom they respect.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 07:16:21 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248466223</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248471107</link>
         <description><![CDATA[<div>The main findings suggest that all the variables selected (attitude, perceived usefulness, and perceived social influence) are positively correlated with behavioral intention to use gamification, indicating the key role played by these factors in the end user’s actions.<br>Thus, it is reasonable that a combination of variables such as these three could predict the future use of gamification<br>by female English teachers in Saudi Arabia.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 07:42:13 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248471107</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248471514</link>
         <description><![CDATA[<div>Out of the 5 studies I have looked at, this is the largest in terms of sample size, (300 teachers) and data analysed (157 questionnaires).&nbsp; Though I felt the findings were quite narrow and difficult to make generalisations from, due to the fact that it was aimed at female teachers in Saudi schools.</div><div><br></div><div>The authors mention that this is one of the few studies that investigates the factors influencing female teachers’ behavioural intentions to use gamified applications.&nbsp; Originally, I didn’t see the importance of examining teachers' use of games based on the teacher's gender, though considering that this research was carried out in Saudi Arabia (which has different attitudes toward gender roles from the west) it was certainly something that should be taken into consideration.</div><div><br></div><div>With respect to limitations, this study focuses on behavioural intentions to use gamified applications among female English teachers in Saudi public schools, therefore the findings cannot be generalised to include private schools.&nbsp; I’d go further and add that because the study is so specific it is difficult to generalise its findings in relation to the west.</div><div><br></div><div>Research should also be undertaken to look into the factors influencing the behavioural intentions of male teachers to use gamification, as well as comparing the willingness of male and female teachers to use gamified applications in their classrooms.&nbsp;</div><div><br></div><div>Another acknowledged limitation is that the study does not discuss or resolve issues related to Western dominance in this new technology: as public schools in Saudi Arabia are gender-specific, male and female teachers work in separate schools, and the results reported here are restricted to female teachers only.&nbsp;</div><div><br>The frequency with which teachers use such applications is another area deserving further examination and has been addressed in similar studies I have looked at.&nbsp; Finally, future research should also explore the cultural influences that shape peoples’ habits, values, and interpretations in a particular context.&nbsp;</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 07:44:17 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248471514</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248474466</link>
         <description><![CDATA[<div>This is a quantitative descriptive research paper, and the methods are based on previously used data collection - tools from other relevant papers. The research will rely on a major tool for data collection, which is the use of the questionnaire.<br>The questionnaire was developed from previous related literature article’s and validated using Cronbach's alpha test and data was collected through this tool using smart social networking applications.<br>The main axis in the questionnaire included (32) questions and featured a lot of questions about fun and engagement.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 07:59:53 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248474466</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248476328</link>
         <description><![CDATA[<div>The findinds of the study suggest<br>1. The necessity of paying attention to studying the effectiveness of using interactive technology and video games on developing English as a foreign language among<br>Saudi students.<br>2. Conducting more studies on enhancing video games in the educational process for Saudi students of various subjects.<br>3. Building a clear organizational structure in order to achieve tasks and responsibilities, and creating a flexible and sound academic atmosphere that motivates students to work together.<br>4. The necessity of relying on scientific and correct bases in assessing the level of students need for video game education.<br>5. The need to introduce new scientific methods that contribute to enriching the scientific content.<br>6. To enrich the Saudi Curricula with different educational computer games that tackle the different skills of English language.<br>7. To supply schools with necessary materials for employing educational computer games strategy.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 08:09:15 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248476328</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248476836</link>
         <description><![CDATA[<div>This study concluded that video games and other interactive techniques are powerful tools aiding in foreign language learning. Teachers and curriculum designers should pay more attention and put more efforts introducing interactive techniques in the learning process. As concluded from their research results, video games are played by 95% of study participants’. This huge portion gives an indicative measure that time spent by this group can be made useful be introducing learning aspects.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-23 08:11:51 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2248476836</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2249060783</link>
         <description><![CDATA[<div>I think the title "Effect of gamification on students' motivation and learning achievement in language acquisition..." was a little misleading.&nbsp; It seems the author's concentration was on what literature was produced regarding gamification and they failed to answer or come up with anything new in terms of the effects of gamification on students.</div><div><br></div><div>The authors certainly explored the subject, scanning nearly 100 papers and focusing on the 15 or so which explored the effects.&nbsp; They certainly explored what they set out to do in terms of exploring how much literature has been conducted.&nbsp; However, I found their findings to be too general (i.e Kahoots was used a lot, games were used to teach english, games were used for motivation and engagement).&nbsp; Hardly groundbreaking stuff. &nbsp;</div><div><br></div><div>I felt that the authors didn’t bring anything new to the table.&nbsp; Their conclusions were basically that “more research needs to be done”, making their whole paper feel like a waste of time reading.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-25 04:27:31 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2249060783</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2249296849</link>
         <description><![CDATA[<div>This study was a tale of two halves.&nbsp; A decent literature review followed by a poor questionnaire. The main axis in the questionnaire included (32) questions and featured a lot of questions about fun and engagement.</div><div><br></div><div>I’ve read this study 5 times and am still unsure of what exactly their findings were and how they came to them.&nbsp; The authors say that, there are some statistically significant effects with using interactive technology and video games on developing English as a foreign language, but it's difficult to decipher exactly what their findings were.</div><div><br></div><div>Equally, their conclusions offer up very little, other than “video games are played by 95% of study participants’”. &nbsp; The authors didn’t appear to answer the questions that they set out at the beginning of the study and I’m left scratching my head trying to work out if I missed something or are there some pages missing.</div><div><br></div><div>The authors appeared to get their findings from the literature review they carried out at the beginning of the study.&nbsp; I think the information they gathered here was of much more relevance to answering the questions they had set out.&nbsp; The questionnaire and the data (or lack thereof) they compiled from it seemed of little value.</div><div><br></div><div>In fact looking at the 32 questions that were asked, you can see why.&nbsp; The questions were pretty much all the same, just worded differently.&nbsp; Examples include:&nbsp;</div><ul><li>Learning English while playing was fun.&nbsp;</li><li>I liked participating in gamified class activities.</li><li>I enjoyed speaking English in my English class.</li><li>The gamified activities were engaging.</li><li>I really enjoyed playing video games.&nbsp;</li><li>The video games were engaging.</li></ul><div><br></div><div>The repetitive nature of the questions would not only lead to limited results, but would probably lead to disengagement and a lack of seriousness by those having to complete it.</div><div><br></div><div>This study was a mixed bag.&nbsp; While I enjoyed the initial sections, once the authors got into their methodology and findings things became quite muddled.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-07-25 13:31:28 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2249296849</guid>
      </item>
      <item>
         <title>Nur Hazwani Mohd Muhridza, Nur Afifah Mohd Rosli, Azura Sirri &amp; Adlina Abdul Samad</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2261983001</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://journals.utm.my/lsp/article/view/15243" />
         <pubDate>2022-08-16 06:54:39 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2261983001</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2261983495</link>
         <description><![CDATA[<div>In recent years, numerous game-based technologies have been developed with the aim of providing fun yet meaningful experiences to their users. These technologies are also common among instructors and students in the English as a Second Language (ESL) classroom since they act as supplements for effective teaching and learning. Instructors and students who are now more advanced with technology could benefit from these available game-based technologies as these technologies offer various features that could be utilized for classroom activity. As to ensure the successful implementation of the technologies, students’ engagement in the classroom where the technologies are concerned should be paid attention to. Hence, in the context of this study, the use of one game-based technology, KAHOOT in an ESL classroom was observed. The study examines the students’ level of engagement while playing KAHOOT and also looks at the students’ level of attainment towards the topic content. The study was conducted qualitatively with the participation of 29 undergraduate students. The data was collected via interviews and observations which later was analysed descriptively. The findings suggest that KAHOOT is proven to be useful in initiating and fostering students’ engagement in language learning activity and at the same time enhancing their language skills. The study hopes to provide insights for better implementation of game-based technologies in English language classroom curriculum.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-16 06:55:24 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2261983495</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262011964</link>
         <description><![CDATA[<div>This study aims to see the process of the interaction between the teacher, students and the game, and how students construct their relationships through playing Kahoot! in the classroom. This study focuses on the observations and the views of the participants by observing and conducting an interview session afterwards. The researchers then make an interpretive stance in regards to the findings from the participants. This study employs a qualitative approach which intends to investigate the use of Kahoot! for classroom engagement. A single instrumental case study approach has been chosen to investigate a single issue which is the respondents’ engagement when being involved in a game-based language activity. Two instruments were developed which are the observation tool and interview questions respectively. The result of the Kahoot! quiz is used as part of the document analysis. In order to collect data, a classroom of 29 students has been chosen. The quiz was conducted in one day in class. The teacher recorded the group interview session while the observer wrote field notes. The data collected was analysed through the description of the case and the themes of the case. The research questions addressed are as follow:&nbsp;</div><div>1) To what extent have the students mastered the words that they have read in the text?&nbsp;</div><div>2) What is the students’ level of engagement when playing Kahoot! in class?&nbsp;</div><div><br></div><div>Since the activity of testing students’ vocabulary skill involves the use of a game-based application, it is expected that there will be different patterns of behaviour occurring, thus showing different levels of engagement.</div><div><br></div><div>The observation was done through event sampling, where the researchers have already decided on what events or behaviours to look out for and the data is gathered by tallying the students’ actions (McLeod, 2015). In this case, their actions are divided based on visual and auditory cues. This method will determine how often the students engage with the game through observational reception.</div><div><br></div><div>Data was collected all in the same day. The quiz was explained, groups were orchestrated, the game was played, then group interviews. Field notes were taken by the observer throughout the process while the teacher was controlling the Kahoot! and an interview session.</div><div><br></div><div>Data Analysis Strategy: Firstly, for the Kahoot! quiz result, the scoresheet was obtained on the platform itself to see the overall performance of each group with regards to their synonym skill. Secondly, the recorded interview session was transcribed and all significant responses were listed down according to the three questions asked during the interview session. Finally, the data from the observation rubric was tallied and tabulated. The total tallies for each aspect and the characteristic was totalled in order to see the engagement made by the groups.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-16 07:32:35 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262011964</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262017629</link>
         <description><![CDATA[<div>Using game-based technology, in this case, Kahoot!, is proven to be effective in enhancing language skills as well as useful in initiating and fostering classroom engagement. From the results, it is found that the students have grasped the classroom objective of mastering synonyms based on their textbook. From the students’ responses, Kahoot! is found to motivate the students to be more attentive and become more engaged in classroom participation. It also assists in realizing communication among the students, especially when played in groups. Language skills are also<br>enhanced through the game. All of these responses show that classroom engagement can be accomplished while playing game-based technology. The responses are supported by the visual and auditory cues observed during the game, which illustrate classroom engagement through discussions, animated expressions, and active participation. Through these findings, it is evident that game-base technology such as Kahoot! should be implemented in the classroom from time to time to engage the students in classroom participation.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-16 07:40:22 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262017629</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262017899</link>
         <description><![CDATA[<div>Student engagement was excellent, with the majority of the groups displaying outward expressions of happiness, anxiousness, and enthusiasm. These expressions were observed through hand gestures, gasps, whoopings, and physical movement from the group.&nbsp;</div><div>There was a uniform act of huddling for all groups while they answered the quiz as they discussed answers without being overheard. This portrays their competitiveness in playing the quiz, hence shows how engaged they are in playing Kahoot!&nbsp; Overall the students showed more auditory cues than visual ones when expressing their delight or dismay and engagement in the game.</div><div><br></div><div>Interaction in groups was very positive.&nbsp; Students would discuss answers between each other and congratulate each other on good answers.&nbsp; Interaction between groups only happened at the end of each question whe scores were been compared between the groups</div><div><br></div><div>The interview was conducted right after playing Kahoot!. The results indicated that Kahoot! is a good medium for them to enhance their learning as it promoted healthy competition. This coincides with Omar (2017) in her study which found that Kahoot! helps to attract students’ attention and motivate their classroom participation. When students are given the opportunity to compete among each other either individually or in groups, it will give them a sense of gratification if they get the answers correctly.&nbsp;</div><div>Kahoot promoted unity. Students felt united with their team members to choose the best answer shown in front of the class.&nbsp; Another similar study conducted by Plump and LaRosa (2017) found that using Kahoot! in the classroom facilitates engagement, especially when it is played in groups.&nbsp;</div><div>Some students said that Kahoot helped to release the stress and tension, while others argued they felt more stress due to the competitive nature.&nbsp;</div><div>Students reported that it improved thinking and increased their knowledge. One student said that it was the best way to learn vocabulary. Medina and Hurtado (2017) in their study also found that gamification is one of the latest approaches used to enhance language skills and Kahoot! is one example that helps facilitate vocabulary learning. Another student added that it promoted communication. When students are required to get into groups and strategies on how to answer all questions correctly, it will initiate communication among themselves. This was observed during the game session. Moreover, the communication also traversed between different groups since they were competing to get the highest marks on Kahoot! When students feel interested to participate and communicate throughout a class activity, it shows that particular activity helps with the classroom engagement (Budiati, 2017).&nbsp;</div><div><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-16 07:40:48 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262017899</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262968775</link>
         <description><![CDATA[<div>Various studies have found that learning while using technologies such as computers and smartphones are effective in improving student’s engagement and active participation in classrooms (Johns, 2015; Robertson, 2019). Kahoot! is a popular e-learning tool that can easily be used and helps in students’ engagement and activeness in learning. Kahoot! is a free online learning platform that has gained wide acceptance in learning and it is based on current user-centred use (Kletnikov et al, 2019; Melchor, 2019). It is a free student-response tool for administering quizzes, facilitating discussions, or collecting survey data. It is a game based classroom response system played by the whole class in real time. Acquah &amp; Katz (2020) mentioned that game-based learning is one of the best approaches to be an effective tool because it tends to create more engagement compared to traditional approaches because it stimulates the verbal and visual components in learning.&nbsp;<br><br>The purpose of the research is to measure the effectiveness of using Kahoot! in ESL classrooms especially for teaching writing. This research also aims to observe whether students are familiar and are able to engage with Kahoot in ESL classrooms. Apart from that, this research is to identify whether Kahoot can help students in blended learning and whether Kahoot creates engagement and active learning for teaching writing in the ESL classroom. This research assessed the effectiveness of this approach by using the quantitative method which is questionnaires in schools.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 05:26:39 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262968775</guid>
      </item>
      <item>
         <title>Yunus et al</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262969170</link>
         <description><![CDATA[<div>Yunus, M. M., Hashim, H., Hashim, H. U., Yahya, Z. S., Sabri, F. S., &amp; Nazeri, A. N. (2019). Kahoot!: Engaging and active learning environment in ESL writing classrooms. <em>International Journal of Innovation, Creativity and Change</em>, <em>5</em>(6), 141-152.</div>]]></description>
         <enclosure url="https://www.ijicc.net/images/vol5iss6/5613_Yunus_2019_E_R.pdf" />
         <pubDate>2022-08-17 05:27:16 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262969170</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262980070</link>
         <description><![CDATA[<div>A set of questionnaires regarding Kahoot! was made and filled by 40 respondents of third-year TESL undergraduates in a public university in Malaysia who enrolled in the Teaching Writing course.&nbsp; The questionnaires consist of 25 questions. The participants were free to answer the survey according to their opinions regarding Kahoot!</div><div><br></div><div>For the data collection procedures, the researchers created a questionnaire that consisted of three sections, sections A, B, and C. There were 25 questions in total. The researchers then distributed the questionnaires to the participants using WhatsApp and Google Forms. By collecting surveys related to Kahoot from TESL undergraduates, the researchers used the percentage to analyse the data. The findings were reported by using the data given by the participants.&nbsp;</div><div><br></div><div>The questions in section&nbsp; A observed if students are familiar and engaged with Kahoot in ESL Classroom.&nbsp; Questions were:</div><ul><li>Have you used Kahoot! in lessons?</li><li>Do you feel the usage of Kahoot in your lessons enhances your learning experiences?</li><li>Do you feel that it is necessary to blend the learning experience for students in teaching writing?</li></ul><div>In Section B, the questions were related to the second objective which was to measure the effectiveness of using Kahoot in teaching writing in ESL Classroom. Questions included:</div><ul><li>Kahoot! makes me think that learning English is fun and effective at the same time</li><li>I feel that Kahoot! helps me to get the main keywords of the particular topic in the game.</li><li>I found that Kahoot! enhanced my vocabulary in English.</li></ul><div>Section C identified whether Kahoot can help students in blended learning and whether Kahoot creates engagement and active learning for teaching writing in ESL Classroom. Questions included:</div><ul><li>I think Kahoot! is more interesting compared to written tasks/quizzes?</li><li>I feel excited whenever I see my name on the top of the chart box whenever I do the Kahoot!</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 05:45:27 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262980070</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262995959</link>
         <description><![CDATA[<div>The majority of the respondents (97.5%) felt that the usage of Kahoot in their lessons enhanced learning experiences. These findings are agreed by Licorish (2018) in findings which stated that the use of Kahoot! is able to trigger positive attention and enhance learners’ focus in the classroom. Some suggested interacting with Kahoot! captured and sustained their attention, as well as enabled them to take a break in the lecture and provided a point of difference.&nbsp;</div><div><br></div><div>​​47.5 % and 37.5% of students strongly agreed that Kahoot! made them think that learning English was fun and effective at the same time.&nbsp; Most students agreed that Kahoot! was more interesting compared to written tasks/quizzes.&nbsp; 35.5 % of the respondents agreed that they are more focused on reading the questions when doing Kahoot compared to the questions on the papers.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 06:09:50 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2262995959</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263002717</link>
         <description><![CDATA[<div>&nbsp;The introduction of technology in the classroom, specifically the use of a simple gamification tool (Kahoot!), has proven to be positive (Bawa, 2019) for the students’ academic performance based on previous studies.&nbsp;</div><div><br></div><div>Since we are living in the 21st century, the interest in understanding students’ motivation and engagement by using technology has been growing as technology is believed to aid the process (Ahmad et al, 2019). Throughout the study, Kahoot! definitely gave students more opportunities to engage with the teachers, peers and the lesson content (Zucker &amp; Fisch, 2019). It also helped in creating a fun learning experience, which contributed to useful classroom engagement. Based on the study, students felt that Kahoot! captured their focus and interest during the lesson, but in a very “relaxing” way.&nbsp;</div><div><br></div><div>The outcomes show that Kahoot! motivated students to be more engaged in the classroom. Kahoot! is undeniably an extremely useful gamification educational technology tool that requires minimum technical expertise for creating quizzes, surveys and discussions. Kahoot! does offer breaks from using the traditional style of learning (Esnaashari et al, 2019; Alqurashi, 2019). Even though most students claimed that using Kahoot! was effective in making them more engaged in the class, the authors believed that using it too often during class was not a good idea due to its competitive nature players were more concerned with winning the game, therefore do not fully absorb the answers to the questions being asked.</div><div><br></div><div>In addition, the designers of the games (mostly consisting of teachers), are not able to ask challenging or complex questions that will more accurately assess the students’ knowledge due to the time constraints for questions and answers in Kahoot! Thus, even though Kahoot! has a lot to offer especially in terms of engaging students, there are also a few drawbacks to be considered.&nbsp;</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 06:17:55 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263002717</guid>
      </item>
      <item>
         <title>Claudio Cárdenas-Moncada</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263018906</link>
         <description><![CDATA[<div>Cárdenas-Moncada, C., Véliz-Campos, M., &amp; Véliz, L. (2020). Game-based student response systems: The impact of Kahoot in a Chilean vocational higher education EFL classroom. <em>Computer-Assisted Language Learning Electronic Journal (CALL-EJ)</em>, <em>21</em>(1), 64-78.</div>]]></description>
         <enclosure url="http://callej.org/journal/21-1/Cardenas-Veliz-Veliz2020.pdf" />
         <pubDate>2022-08-17 06:41:31 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263018906</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263024438</link>
         <description><![CDATA[<div>This study sought to determine the impact of a digital game-based student response system called Kahoot on students’ English language learning at a Chilean vocational higher education EFL classroom. To this end, a pretest-posttest quasi-experimental study was set up. A survey was also administered to explore students’ perceptions of and attitudes towards the use of Kahoot in the EFL classroom. The results of the quasi-experiment showed a statistically significant difference in scores of a low-stakes test for students who used Kahoot versus students who did not. Additionally, the results from the survey indicated that students’ perceptions of and attitudes towards the use of Kahoot were found to be highly positive, which contributed to creating a better classroom environment and fostered a better academic performance.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 06:48:30 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263024438</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263117070</link>
         <description><![CDATA[<div>The methodological framework of the present study draws from the principles of quantitative research. Participants in this study were vocational higher education students. The sample was made up of 50 students undertaking an ESP course, of whom 28 were part of the experimental group and the remaining 22 belonged to the control group. Participants’ ages ranged from 18 to 56 years old. The gender distribution was 89% female students and 11% male students.</div><div><br></div><div>Two quantitative methods were utilised in the present work: A pretest-posttest measurement and a survey. The pre and post-tests used in this research were achievement tests developed by the researcher. They consisted of three sections which assessed vocabulary, grammar, and writing skills. Students had 60 minutes to take the tests. In order to explore students’ perceptions of and attitudes towards the use of Kahoot in the English language classroom.</div><div><br></div><div>The survey consisted of two main sections: (i) a biographic data section to gather information concerning the participants’ age, gender, and previous experience with Kahoot, and (ii) a four-point Likert scale survey section where 1 meant strongly disagree and 4 stood for completely agree.The survey included 30 items broken down into four different dimensions. The four different dimensions addressed are fun, engagement, motivation, and learning utility.</div><div><br></div><div>The survey was developed in the participants’ mother tongue, Spanish, so as to avoid a bias that language misunderstanding may have produced. Besides, the survey was piloted with a group of twenty eight students from a different program at the same institution. The students participating in the pilot survey were already users of the Kahoot app and were chosen because they shared similar biographical characteristics with the experimental group, such as age and gender distribution. Piloting the instrument allowed for reliability in terms of the clarity of the instructions and the language of the items.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 09:15:10 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263117070</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263143396</link>
         <description><![CDATA[<div>The findings of this study are consistent with those reported by Iwamoto et al. (2017), who showed significant differences in the results of high-stakes examination scores in psychology students who used Kahoot versus those who used traditional learning methodologies. The findings further support the idea that the game based components promote more effective learning (Papastergiou, 2009). They are also consistent with the results of previous research which showed positive effects of two educational software for vocabulary learning - a gamified software and a non-gamified one –where students who used the gamified software had better academic results than those who used the non-gamified version of the software (Kocaman &amp; Kizilkaya-Cumaoglu, 2014).</div><div><br></div><div>The learning gains found in this study which mainly entail domains such as grammar, structure, and vocabulary, can be attributed to the fact that game dynamics mediated by technological devices allow for higher levels of engagement and student-centred learning in the classroom, which contribute to improving language learners thinking skills and confidence, and to helping students understand course content better (Hashmi, 2016). According to Woo (2014), using digital games promotes more effective learning as it yields a positive correlation between students’ learning motivation and cognitive load. Jackson et al. (2012), in turn, suggested that entertainment, one of the main features of digital games, supports learning “by stimulating engagement or by rewarding performance” (p. 116).</div><div><br></div><div>Fun was the best perceived from the four dimensions measured. This is a very interesting finding as fun plays a key role in game-based learning, which corroborates Iaremenko’s (2017) findings, which suggest that by creating a fun class environment, Kahoot can improve academic students’ performance. In a similar vein, the results of this dimension further support previous research findings (Mork, 2014; Ismail &amp; Mohammad, 2017; Licorish et al., 2017) which indicated that, compared to a traditional approach, game-based learning promotes more effective learning by means of a more enjoyable environment. Equally high mean scores were obtained for the second dimension of the survey, Engagement, which lies at the core of the learning process as engaged students “exhibit curiosity in the learning content and maintain focus during class sessions” (Licorish et al., 2018) These results indicate high levels of self-reported engagement mediated by the use of Kahoot in the English class.</div><div><br></div><div>The mean for the third dimension, Motivation, follows the tendency of the previous two dimensions and suggests that the use of Kahoot fosters students’ motivation in the experimental group.&nbsp;</div><div><br></div><div>The last dimension measured in the survey, Utility for Learning, obtained the lowest mean of all four dimensions in relative terms as it still scored high on the 1-4 scale. They agreed that Kahoot facilitated learning; helped them retain new knowledge; and increased their understanding of the class content. They also perceived Kahoot as an effective tool to receive instant feedback and reflect on their learning, both of which are crucial aspects of the learning process. These results are consistent with those of previous research (Papastergiou, 2009; Ismail &amp; Mohammad, 2017; Liu, Gettig, &amp; Fjortoft, 2010) and suggest that GSRSs - and Kahoot, in particular - are highly appreciated as a learning tool by higher-education vocational students and those technological devices are not only valued as useful tools by young students.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 09:54:40 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263143396</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263143835</link>
         <description><![CDATA[<div>As far as the impact on students’ learning achievements are concerned, this quasi experimental study suggests that the use of GSRSs such as Kahoot is capable of producing significant differences in learning gains as measured by students’ scores on a low-stakes English language achievement test. Additionally, the perceptions of and attitudes towards the use of Kahoot in the EFL classroom were clearly very positive in the four dimensions, namely Fun, Engagement, Motivation, and Utility for Learning. Fun and Engagement were the most highly-valued dimensions, closely followed by Motivation and Utility for Learning. The significant increase on learning can then be attributed to the fact that game dynamics, mediated by technological devices, such as smartphones, promote higher levels of enjoyment, engagement, and student-centred learning in the classroom than do traditional classroom tasks, which in turn contributes to enhancing language learners thinking skills and confidence and fostering course content understanding (Hashmi, 2016). Thus, these findings confirm the influence of high-levels of fun, engagement, and increased motivation on students’ academic performance and learning achievements (Blasco-Arcas et al., 2013; Laremenko, 2017).</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 09:55:26 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263143835</guid>
      </item>
      <item>
         <title>Opinion and further research</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263144109</link>
         <description><![CDATA[<div>Some of the limitations that need to be acknowledged are the following: The first one deals with the span of the study and time constraints which did not allow us to further explore the impact of Kahoot over a longer period of use and find out whether the use of GSRSs foster long-lasting learning in higher-education vocational students. Finally, because of the nature of the instrument used to explore students’ perceptions of and attitudes towards the use of Kahoot, this study failed to gain a deep understanding of the underlying reasons for responding the way they did in the survey. Giving students space to express their thoughts and feelings about the use of Kahoot may have proven richer and more meaningful.&nbsp;</div><div><br></div><div>Further research aimed to investigate whether language learning gains behave similarly depending on learners’ proficiency level or across sociolinguistic variables such as gender, age group, or socioeconomic status. In future research, a delayed posttest could be used to determine the learning efficacy and impact of Kahoot over a longer period. Additionally, the collection of qualitative data may contribute to gain a deeper understanding of the students’ perceptions and attitudes and to uncover other possible intervening variables that were not considered in this research.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-17 09:56:00 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2263144109</guid>
      </item>
      <item>
         <title>Alf Inge Wang, Rabail Tahir</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264097418</link>
         <description><![CDATA[<div>Wang, A. I., &amp; Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. <em>Computers &amp; Education</em>, <em>149</em>, 103818.</div>]]></description>
         <enclosure url="https://www.sciencedirect.com/science/article/pii/S0360131520300208" />
         <pubDate>2022-08-18 06:24:31 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264097418</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264098317</link>
         <description><![CDATA[<div>This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, students’ and teachers’ attitudes and perceptions, and students’ anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students’ and teachers’ attitudes, and students’ anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.&nbsp;</div><div><br></div><div>The research goal of our literature review was to investigate research studies on the effects of using Kahoot! for learning. Specifically, we wanted to investigate how Kahoot! affects learning performance, classroom dynamics, student anxiety, and the perceptions of students and teachers.</div><div><br></div><div>The following research questions were defined:</div><div>RQ1: How does Kahoot! affect learning performance?</div><div>RQ2: How does Kahoot! affect classroom dynamics?</div><div>RQ3: How does Kahoot! affect students’ anxiety?</div><div>RQ4: What are the students’ perceptions of Kahoot!?&nbsp;</div><div>RQ5: What are the teachers’ perceptions of Kahoot!?&nbsp;</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 06:25:30 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264098317</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264099004</link>
         <description><![CDATA[<div>This study can be classified as a literature review.&nbsp; The study was carried out according to (Dybå &amp; Dingsøyr, 2008) consisting of five stages:&nbsp;</div><div>1) Development of review protocol.&nbsp; This protocol specified the research questions, search strategy, inclusion, exclusion and quality criteria, data extraction, and methods of synthesis.&nbsp;</div><div><br></div><div>2) Identification of inclusion and exclusion criteria. &nbsp;</div><div>The authors concentrated on articles not reports, books, chapters, letters, or abstracts.&nbsp;</div><div>The article was published in an international peer-reviewed journal or conference.&nbsp;</div><div>The article is written in English. &nbsp;</div><div>The article refers to Kahoot! in the title or abstract.&nbsp;</div><div><br></div><div>The exclusion criteria were: &nbsp;</div><div>The article is not accessible through university services or memberships.&nbsp;</div><div>The article is only accessible behind a paywall.&nbsp;</div><div>Kahoot! is only mentioned as an example and is not the focus of the paper.</div><div><br></div><div>3) Search for relevant studies.&nbsp; The search for relevant studies was carried out in two steps:</div><ul><li>digital research databases were searched for relevant studies.</li><li>references in found studies were checked for additional studies.</li></ul><div><br></div><div>4) Critical appraisal.&nbsp; The focus of the critical appraisal was on relevance (only articles classified as an experiment, survey case study or similar with focus on Kahoot!), rigor (appropriate research approach described including research context, number of subjects, scope, design, methods, and execution), and credibility (conclusions based on sound analysis and reasoning). The critical appraisal was carried out by two researchers who independently evaluated which studies to be accepted and rejected. The two lists of rejected candidates were compared and merged into one list. There was only a disagreement regarding two articles, whom both researchers agree to reject but for slightly different reasons. Studies with few subjects (N) were accepted only if they included qualitative data and analysis with sufficient depth.</div><div><br></div><div>5) Data extraction.&nbsp; During this stage, data were extracted from the 93 accepted articles by reading through the whole articles in detail.</div><div><br></div><div>6) Synthesis. For the synthesis step, all articles in the review were classified according to the type of study and by nine attributes. The purpose of the attributes was to classify the articles according to the five research questions and to what kind of results they provided.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 06:26:28 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264099004</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264099610</link>
         <description><![CDATA[<div>The results of our literature review present mainly a positive view of the effect of using Kahoot! for learning.&nbsp; Several studies suggest that the game show elements, graphics, points and audio contribute to a more positive learning environment (Abidin &amp; Zaman, 2017).</div><div>Some studies in our review reported improved and increased the interaction among students (Antoniou et al., 2016). The game creates a suspension that can increase enjoyment, motivation, and concentration (Chaiyo &amp; Nokham, 2017).&nbsp; Student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames (Lee et al., 2019).&nbsp; Several studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail (Cutri et al., 2016).&nbsp; Studies mentioned positive effects from the use of graphics, audio and music in Kahoot! (Baydas &amp; Cicek, 2019).&nbsp; The results of this literature review may suggest that there is a relationship between engagement, motivation, and having fun and learning outcomes and classroom dynamics.</div><div><br></div><div>The review also revealed that the strong focus on competition and being a game might have some adverse effects. One challenge mentioned by four articles was stressful time-pressure for giving answers and the tendency that some students simply guessed the answer in order to try to get a high score (Bicen &amp; Kocakoyun, 2018). Another challenge mentioned by two articles was the fear of losing (Głowacki et al., 2018; Yapıcı &amp; Karakoyun, 2017). One remedy to reduce the fear of losing recommended by three articles is to play Kahoot! as teams and not as individuals (Abidin &amp; Zaman, 2017; Atherton, 2018; Muhridza et al., 2018).&nbsp;</div><div><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 06:27:08 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264099610</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264100084</link>
         <description><![CDATA[<div>The authors found that Kahoot! had a positive effect on learning both for K-12 and higher education, as well as for language learning, technical and engineering fields, science, maths, business, and nursing. However, there are also few studies where Kahoot! did not have a significant positive effect on learning performance.</div><div><br></div><div>The literature review included four studies that reported statistically significant results related to classroom dynamics, where one showed that the effect on classroom dynamics was reduced from first-time use to after frequent use over five months. However, the thirty-three other papers all reported on improved classroom dynamics from using Kahoot! in the classroom, including the improved teacher-student interaction and student-student interaction, more favourable to actively participate in class, improved classroom atmosphere, and easier to answer questions in class.</div><div><br></div><div>Ten articles reported that Kahoot! reduces student anxiety related to asking questions, reduces stress and tension, encourages participation without being judged, adds humour to class, and enables shy students to get involved. Two studies showed a statistically significant reduction of student anxiety, and one study reported that Kahoot! could produce agitation.</div><div><br></div><div>With regard to student perceptions, the main conclusion is that students have a very positive perception of the use of Kahoot! in learning, and these results include a positive effect on motivation, engagement, concentration, perceived learning, attention, enjoyment, satisfaction, and confidence. The main challenges reported include technical challenges, hard to read questions and answers on a projected screen, time pressure, afraid of losing, and hard to catch up if an incorrect answer had been given.&nbsp;</div><div><br></div><div>Teachers’ perceptions were positive about using Kahoot! for teaching. Positive findings include higher motivation of teachers, ease of use, a motivating tool, support teachers’ instructive work in class, can assess students’ knowledge in real-time, increases student motivation, stimulate students to speak their point of view in class, can wake up students, increase class participation, and reduce teacher’s workload. The main challenges were found to be technical issues and challenges, get the questions and answers right and scoring based on timing.&nbsp;</div><div><br></div><div>The main conclusion of their literature review was that Kahoot! has a positive effect on learning, but there are challenges and room for improvement. Our literature review shows that there have been several experiments on the learning effect of using Kahoot! but there is still room for empirical studies, especially on classroom dynamics, student anxiety, and perceptions of students and teachers. Further, so far, we did not find any studies on the use of Kahoot! in corporate training or similar.&nbsp;</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 06:27:50 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264100084</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264100506</link>
         <description><![CDATA[<div>This was one of the most comprehensive looks into the Kahoot! App.&nbsp; The authors were very successful in explaining and carrying out their process.&nbsp; It could be argued that the way they looked for studies was a little simple, and excluding articles which they had to pay for could have cost them (pun intended).&nbsp; Another critique would be that the authors only accepted articles that had a positive view of Kahoot!&nbsp; The reason they discarded articles that portrayed a negative view was because of technical problems and difficulties that the results were invalid.&nbsp; I too have seen a few articles like this, where the authors blame devices that are not working properly or slow wifi and agree that these studies shouldn’t really be included as they are not representative of the app.</div><div><br><br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 06:28:26 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264100506</guid>
      </item>
      <item>
         <title>Mohd Iskandar Idris, Nur Ehsan Mohd Said and Kim Hua Tan</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264158528</link>
         <description><![CDATA[<div>Idris, M. I., Said, N. E. M., &amp; Tan, K. H. (2020). Game-based learning platform and its effects on present tense mastery: Evidence from an ESL classroom. <em>International Journal of Learning, Teaching and Educational Research</em>, <em>19</em>(5), 13-26.</div>]]></description>
         <enclosure url="http://www.ijlter.net/index.php/ijlter/article/view/329/332" />
         <pubDate>2022-08-18 07:46:22 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264158528</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264159882</link>
         <description><![CDATA[<div>This study aims to examine the effectiveness of Kahoot!, a game-based learning platform, in reinforcing simple present tense verb learning amongst young English as a second language (ESL) learners. A total of 31 Year 3 students (aged 9) at a national primary school in Malaysia were involved in the study. A one-group pretest-posttest research design was employed with an intervention program that spanned four weeks. Results analysed revealed that the performance of pupils in the post-test improved significantly with the application of Kahoot! as compared with that in the pre-test. Discussion of the main findings revealed that gamification, through its captivating features, was responsible for lowering the learners’ affective filter during grammar lessons and subsequently increasing their learning motivation. The implications of the findings suggest that Kahoot! is a relevant teaching tool for the current generation of learners and educators may explore the possibilities which Kahoot! has to offer with other grammatical components.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 07:48:14 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264159882</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264161639</link>
         <description><![CDATA[<div>This research employed a pre-experimental method. The data were collected exclusively from a comparison of pre-test and post-test data. The sample of this study consisted of 31 Year 3 pupils without any control group. All of them are nine years of age studying in the same class. &nbsp; The data were analysed quantitatively because the purpose of this research was to measure the effect of Kahoot! on present tense verb learning. The pre-test was administered at the beginning of the study. The final score in the post-test would indicate the learning progress. It was used as the benchmark to ascertain the effect of Kahoot! on the present tense verb learning of Year 3 pupils. The present tense verb test was the only instrument used for this research and was given before and after the application of Kahoot!. The intervention length was four weeks, which was equivalent to 12 contact hours.</div><div><br></div><div>The researcher firstly selected 30 targeted verbs. They were then transferred into Kahoot!. An appropriate image was inserted for each question to assist learning.&nbsp; At the initial stage, the pupils were administered with the pre-test, consisting of 10 multiple-choice questions.&nbsp; The duration of the pre-test session was 30 min.&nbsp; After the pre-test, the pupils had the first lesson about the rules of present tense verbs and the introduction of all the targeted verbs.&nbsp; The pupils were then familiarised with Kahoot!.&nbsp; The quiz on present tense verbs was launched, and the pupils were instructed to answer it in pairs and individually.</div><div><br></div><div>The same questions were distributed in the post-test for the participants to answer on the final day of the experiment. The duration of the post-test session was 30 min.&nbsp; Before the test, the researcher gave the pupils a short briefing by instructing them to read each question carefully, underline the correct answer and write the answer in the blank.</div><div><br></div><div>The researcher marked all scripts. The marks scored by the respondents in the pre-test and the post-test were tabulated.&nbsp; A statistical analysis was executed by recording the scores of the participants’ in both tests on the statistical software. The paired sample t-test was used to describe the difference in the mean before and after the use of Kahoot!. The result from the data was crucial in verifying the effectiveness of Kahoot! in reinforcing the respondents’ learning and understanding of English present tense verbs.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 07:50:57 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264161639</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264162565</link>
         <description><![CDATA[<div>The statistical analysis indicated a significant difference in terms of the performance of the pupils after the use of Kahoot! in learning present tense verbs. The respondents were able to reinforce their learning via Kahoot!. The results confirmed that Kahoot! reinforced the present tense verb learning of young ESL learners. The features embedded and the relevance of the application to young learners could be related to the effectiveness of Kahoot! in reinforcing the respondents’ learning of present tense verbs; Kahoot! features the elements of gamification, such as leaderboards, points, feedback, performance graphs, and social elements/community collaboration (Flores 2015). Bullard and Anderson (2014) and Wichadee and Pattanapichet (2018) further stated that gamified learning, such as Kahoot!, manages to improve the achievement of learners concerning the pre-test and post-test carried out. Besides, Zarzycka-Piskorz (2016) determined that Kahoot! could motivate learners to learn grammar. Concerning the study by Rao (2014), he states that the effectiveness of using games to improve learners’ achievement, lies in the engagement of learners towards learning and playing at the same time. Online language games are valuable to 21st-century learning as students can improve their grammar in ESL with the assistance of online language games (Mullins &amp; Sabberwal, 2018; Leaning, 2015). Moreover, it can be said that students love something different in their typical classroom setting. Their learning motivation will increase too (Castaneda &amp; Cho, 2016). This study also verified the statement made by Hussein (2015). He stated that this accomplishment might also be driven by the lowered affective filter triggered by the notion of gamification because learning grammar is somehow distressing to most second language learners.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 07:52:24 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264162565</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264164358</link>
         <description><![CDATA[<div>In the context of the present study, Kahoot! has been indicated to have a positive effect on grammar learning, in which a significant difference exists between the scores of the pupils before and after the learning session on the present tense, leading to the discussion of several implications. The findings suggest that gamification can enhance the teaching and learning experience and is thus, a suitable tool for ESL lessons. It provides thought-provoking ideas into the effectiveness of using Kahoot! in teaching grammar for young learners. Although the findings cannot be generalised to the entire population, they offer an exciting insight into the effectiveness of using Kahoot! in teaching grammar.&nbsp;</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 07:55:01 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264164358</guid>
      </item>
      <item>
         <title>Personal Opinion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264164862</link>
         <description><![CDATA[<div>This study serves as a starting point for subsequent research on different grammatical items, particularly for young learners at the age of 7 or 8 with large sample size. However, future studies may consider including a control group whenever possible to reduce external threats and to strengthen the research design. The study has also discussed infrastructure readiness as a main concern. A secure and stable Internet connection is crucial to execute the lesson successfully. Every school, either in rural or urban areas, should be well-equipped with a computer laboratory/room to meet the demands of 21st-century learning. Kahoot! maybe an inappropriate online learning platform for schools in rural areas due to poor Internet connectivity and the lack of information and technology infrastructure. Educators may further explore the possibilities which Kahoot! has to offer to deal with 21st-century learners, but they should carefully develop the content of the lessons in terms of the degree of difficulty and the nature of their students when considering this method. While such recommendations are made, interested parties must be aware that educators, learners and governments play a significant role in generating conducive, contemporary and relevant learning environments suited for the current generation.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-08-18 07:55:45 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2264164862</guid>
      </item>
      <item>
         <title>Matthias Murawski, Tawhid Hasan, Markus Bick.</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283007171</link>
         <description><![CDATA[<div>Murawski, M., Hasan, M. T., &amp; Bick, M. (2019, June). Five Years of Kahoot! in the Classrooms–What does Research Tell Us?. In <em>EDEN Conference Proceedings</em> (No. 1, pp. 509-517).</div>]]></description>
         <enclosure url="https://www.eden-online.org/proc-2485/index.php/PROC/article/view/1751/1459" />
         <pubDate>2022-09-05 11:54:01 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283007171</guid>
      </item>
      <item>
         <title>Main body</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283007740</link>
         <description><![CDATA[<div>The authors used Kahoot! regularly during their lectures to review the content of previous classes. Their experiences were very positive in terms of students’ motivation and increased interaction. But these are, of course, only our subjective impressions and therefore they searched for insights from academia on questions such as the effects of using Kahoot! During this process, they learnt an overview of academic studies on Kahoot! didn’t exist, which indicated a clear gap given its importance. The authors thought that an overview of existing research on Kahoot! was valuable, particularly to identify gaps and corresponding needs for future research. Therefore, the research question (RQ) of this paper is:•RQ: What is the current state of research on using Kahoot! in education?</div><div><br></div><div>This question is answered by conducting a structured literature review. For structuring the selected papers, they suggested a socio-technical perspective. This approach, which covers the dimensions: human, technology, and organisation, is often used in the field of information systems (Laudon &amp; Laudon, 2014) but is also suitable for the topic of this paper. Using Kahoot! in the context of education contains humans such as teachers and learners, but also technology such as devices and other technical requirements. Finally, educational institutions provide the organisational context. We structure our paper as follows: In section “Theoretical background”, we present a brief overview of gamification in the learning context and some more details on Kahoot!. Subsequently, we explain the suggested socio-technical system. Section“Methodology” contains the main aspects of our research design. The core of the paper is section “Research findings and discussion” in which we answer our RQ. Finally, the paper ends with the section “Conclusion and outlook” in which future research opportunities are presented.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 11:54:44 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283007740</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283008151</link>
         <description><![CDATA[<div>According to our research question, we first conducted a structured literature review (e.g., Webster &amp; Watson, 2002) and subsequently applied a content analysis (e.g., Mayring, 2014).The described search strategy initially resulted in 23 papers which indicates the very early stage of research of the topic at hand. After reading the abstracts, we excluded seven of the 23 papers because they were not relevant to our analysis. We furthermore applied a backward search (a forward search was not useful as all selected papers are very new) which yielded one additional paper that has been included in our sample. Thus, our final sample contains 17 academic publications about Kahoot! in the context of education. For the content analysis, we used the dimensions and sub-categories of the socio-technical model (see Figure1) to assign the selected articles. We furthermore distinguished between conceptual and empirical papers. Thus, we conducted a deductive category assignment (Mayring, 2014).</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 11:55:20 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283008151</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283009036</link>
         <description><![CDATA[<div>The overall objective of this paper was to elaborate the current state of research on using Kahoot! in education. This objective has been reached by conducting a structured literature review and a subsequent content analysis. Despite its practical importance and dispersion, their analysis reveals that research around Kahoot! is still in an early stage. This is firstly indicated by the very small number of academic articles dealing with Kahoot!. Secondly, existing articles place the focus on specific aspects of the socio-technical system while other also important aspects are neglected, which, in turn, paves the way for further research opportunities. This is especially true for technical questions around Kahoot!. For example, does the type of device(i.e., mobile, tablet, laptop) have an influence on the mostly positive effects of using Kahoot!? Or could a change of device even increase attention in specific settings? Also, technical requirements such as a sound internet connection even for large student groups or the availability of sound systems are hardly picked out as a central theme. Regarding the educational institutions, there seems to be a kind of agreement on the effects of the use of Kahoot! which are generally found to be positive.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 11:56:29 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283009036</guid>
      </item>
      <item>
         <title>Opinion and further research</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283009538</link>
         <description><![CDATA[<div>However, except for Wang (2015), differences between short-, medium-, and long-term effects are not researched yet. Thus, future research could be focused on longitudinal studies to fill this gap. Also, the purpose of using Kahoot! is associated with interesting questions, but rarely exists in current research. For example, how could Kahoot! be applied or – if required – modified in the context of distance learning? What is furthermore completely neglected in research so far is the use of Kahoot! in companies, e.g., for training purposes. This topic seems to be highly relevant, given that almost all Fortune 500 companies use Kahoot!. Future research could start with case studies to explore related questions. Finally, considering the human dimension, we believe that more efforts are necessary to better equip the teachers with, for example, competencies to apply Kahoot! appropriately which is linked to the topic of digital competencies in general (Murawski &amp; Bick, 2017). In addition, scholars should try to generate more generalizable results, for instance, through studies with larger samples or cross-subject analyses. This would contribute to a better overall understanding of Kahoot!</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 11:57:05 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283009538</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283018902</link>
         <description><![CDATA[<div>Reagrding the current state of research. On the meta level, the focus is placed on the dimensions: human and educational institutions while, so far, less research efforts are put on technical aspects. Most of the articles put the learner in the centre of interest while only three out of 14 exclusively analyse the teachers’ perspective. Also, the effects of using Kahoot! are part of most of the papers (13 out of 17). Most studies are furthermore very context-specific, meaning that a concrete subjectis considered. The purpose of using Kahoot! is hardly investigated. Regarding the research type, 14 out of 17 papers are of empirical nature. However, it must be noted that in most cases relatively small samples were collected and analysed. Exceptions are particularly Wang (2015) as well as Wang and Lieberoth (2016), who work with larger samples.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 12:08:54 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283018902</guid>
      </item>
      <item>
         <title>Zhonggen Yu</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283027098</link>
         <description><![CDATA[<div>Yu, Z. (2021). A meta-analysis of the effect of Kahoot! on academic achievements and student performance.</div>]]></description>
         <enclosure url="https://assets.researchsquare.com/files/rs-842089/v1/9abb6d62-b592-4734-8114-f7aadaea040d.pdf?c=1631888862#:~:text=Through%20a%20meta%2D%20analysis%20using,could%20not%20predict%20Kahoot!%2D" />
         <pubDate>2022-09-05 12:18:56 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283027098</guid>
      </item>
      <item>
         <title>Main body</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283030819</link>
         <description><![CDATA[<div>Kahoot!-based serious games have received international attention and obtained more than two billion players across over 200 countries and areas (Kahoot!, 2021). However, scanty studies have systematically examined their effect on educational outcomes using a meta-analysis. Through a meta analysis using Stata/MP 14.0, this study concludes that Kahoot!-based serious games could significantly improve academic achievements and student performance, that the educational level of participants could not predict Kahoot!-assisted academic achievements and student performance, and that the difference in countries or areas could not predict Kahoot!-assisted academic achievements and student performance. More components such as cognitive loads, satisfaction, or anxiety in Kahoot!-based serious games could also be meta-analytically reviewed in the future.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 12:22:41 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283030819</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283036068</link>
         <description><![CDATA[<div>Major findings of this study are generally consistent with previous findings. It concludes that Kahoot!- based serious games could significantly improve academic achievements and student performance, that the educational level of participants could not predict Kahoot!-assisted academic achievements and student performance, and that the difference in countries or areas could not predict Kahoot!-assisted academic achievements and student performance.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 12:27:36 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283036068</guid>
      </item>
      <item>
         <title>Opinions and further research</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283038319</link>
         <description><![CDATA[<div>Several limitations could be reported to this study. Firstly, the study cannot include all the qualified studies because of limited library sources. Secondly, the study outcomes are heterogeneous, which may have influenced the reliability of the pooled effect. Lastly, the study cannot include all the countries or areas across the world, which may influence the reliability of the study.&nbsp;</div><div><br></div><div>Future research could expand to a wider scope of literature and examine studies in more countries or areas. More components such as cognitive loads, satisfaction, or anxiety in Kahoot!-based serious games could also be meta-analytically reviewed in the future.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 12:29:08 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283038319</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283045317</link>
         <description><![CDATA[<div>It is reasonable to arrive at the conclusion that Kahoot!-based serious games could significantly improve student performance. Kahoot! allows students to answer questions in various forms such as quizzes, multiple choices, polling, blank-filling, or discussion. Students might answer questions through voices, videos, or pictures. They could also attend the online classes assisted with Kahoot!. This brings about great convenience for both teachers and students especially during this special pandemic time (DíazSainz et al., 2021). Due to its multiple functions, students and teachers do not need to attend the physical classes that require close physical face-to-face contacts. They can sit at home to conveniently attend the class at their will. This could doubtlessly encourage students to join the class actively and perform well. Kahoot! could smoothen the learning process and enlarge students’ capacity of memory (Díaz-Sainz et al., 2021), which might thus improve student performance. In Kahoot!-based serious games, teachers often provided badges for students, which could motivate them and simulate their learning interest, leading to better performance (Lister, 2015). The rationales for students to obtain satisfactory academic achievements may be of variety in the classes based on Kahoot!. The serious game provides gamification elements for students to play, encouraging them to finish learning tasks when playing games. Students feel fun in the gameplay and attempt to obtain favourable results when playing. This definitely initiates them to complete learning goals efficiently and effectively. They could also join the gameplay anonymously, which may relax them and improve their academic achievements. The open achievements on the large screen may inform that they have numerous competitors in the gameplay. They are thus encouraged to learn and play actively to obtain better academic achievements in competitive and entertaining environments. Kahoot!-based questions could improve students’ attention, motivation, and entertainment (Parra-Santos et al., 2018), leading to improved academic achievements. Kahoot! could improve in-class interactions and cooperation, and could thus exert a positive influence on student attitudes toward learning, performance, and learning atmosphere, contributing to enhanced students’ academic achievements (Wang &amp; Tahir, 2020). It is reasonable to conclude that educational levels could not predict Kahoot!-based academic achievements and student performance. With the development of information science and technologies, Kahoot!-based serious games have gained great popularity in education regardless of educational levels. The primary use in pre-secondary schools has been extended to various levels of education such as higher education and secondary levels. Learning technologies such as Kahoot! could be used to enhance learning outcomes due to their interactions and collaboration features across educational levels (Zucker &amp; Fisch, 2019). Gamification elements provided by Kahoot! could promote learning success, improve teaching efficiency, and provide benefits for teachers and students at every educational level (PertegalFelices et al., 2020). Gamification elements have been widely accepted and can improve learning outcomes at all educational levels (Subhash &amp; Cudney, 2018). It is also reasonable to reveal that the difference in countries or areas could not predict Kahoot!-assisted academic achievements and student performance. Kahoot! has received international attention and obtained more than two billion players across over 200 countries and areas (Kahoot!, 2021). It has been proved beneficial to education outcomes in many countries such as Turkey (Aras &amp; Çiftçi, 2021), Spain (Díez-Pascual &amp; García Díaz, 2020), the United Arab Emirates (ElTahir et al., 2021), the UK (Holbrey, 2020), Indonesia (Sartini, 2020), Singapore (Ignacio &amp; Chen, 2020), and the USA (Sumanasekera et al., 2020). Kahoot! may not have gained popularity in some countries due to the limitations to accessibility or socioeconomic issues. But this limitation does not indicate the significant effect of countries or areas on Kahoot!-based academic achievements and student performance.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 12:36:01 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283045317</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283054070</link>
         <description><![CDATA[<div>This meta-analytical study is conducted based on the specific procedure and methods suggested by Moher et al. (2009) in the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA).</div><div><br></div><div>The authors included 24 results for the meta-analysis after removing duplicated results, screening the irrelevant results, excluding those ineligible, and deleting those without full texts or enough data information. The inclusion and exclusion criteria are established based on researchers’ rich experiences.</div><div><br></div><div>Data extracting and literature coding Two professors solicited and coded data from the included studies and Data analyses was then performed.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 12:44:46 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283054070</guid>
      </item>
      <item>
         <title>Halim, M. S. A. A., Hashim, H., &amp; Yunus, M. M. (2020). </title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283095557</link>
         <description><![CDATA[<div>Halim, M. S. A. A., Hashim, H., &amp; Yunus, M. M. (2020). Pupils' Motivation and Perceptions on ESL Lessons through Online Quiz-Games. <em>Journal of Education and E-Learning Research</em>, <em>7</em>(3), 229-234.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1263813.pdf" />
         <pubDate>2022-09-05 13:21:50 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283095557</guid>
      </item>
      <item>
         <title>Main Body</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283097526</link>
         <description><![CDATA[<div>This study examined pupils‟ motivation and perceptions of ESL lessons through online quiz-games namely Kahoot! and Quizizz. There were 60 primary school learners involved in this study. Data were collected using a survey questionnaire, and were analysed and discussed quantitatively in descriptive analysis. The findings revealed that these learners had an elevated motivation and positive perceptions on the inculcation of online quiz games in English lessons. The positive responses shown by the pupils have reflected their positive motivation, perceptions and acceptance towards learning English with the integration of online quiz-games like Kahoot! and Quizizz. This is because the elements of fun, enjoyment and competition in games can make students more motivated and interested in learning English.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 13:23:40 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283097526</guid>
      </item>
      <item>
         <title>Methodology </title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283099185</link>
         <description><![CDATA[<div>This study employed a quantitative research design that involved 60 pupils from a primary school in a state in Malaysia. The participants, selected through convenient sampling, consisted of those who have intermediate to low levels of proficiency and fluency in English. Most of the pupils in these two classes were not able to speak English accurately without any guidance, and they seemed indifferent to fully use the language inside and outside the classroom. They were also observed to be very inactive and chose not to talk much in English lessons. Apart from that, they seemed uninterested in conversing in English. This research took place over a period of two weeks. Both classes had the English lessons accordingly and then underwent the online quiz games in each lesson either in the middle of the lesson as exercises or at the end of it as a recap activity.&nbsp;</div><div><br></div><div>The research instrument that was utilized was a survey questionnaire consisting of fifteen items. The questionnaire items were adapted from Gardner‟s Attitude and Motivation Test Battery (AMTB) according to the need of this study. Some items were also adapted from Rajendran et al. (2019) who had also adapted them from Gardner‟s AMTB. The items in the questionnaire were ranged using a four-point Likert scale which participants had to tick based on what their responses were to each item. The survey questionnaire was given to students to answer on the last day of the research period which was the fourteenth day. The items in the questionnaire were also thoroughly explained orally through translation by the researcher for the participants who found it very hard to understand. Then, the results collected from the instrument were analyzed to answer RQ1 and RQ2 with the utilisation of frequency counts and percentages were described descriptively.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 13:24:58 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283099185</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283100239</link>
         <description><![CDATA[<div>The findings in this research suggested that pupils had a higher level of motivation towards learning English using online quiz games.&nbsp; Students felt motivated and highly interested in learning English via the incorporation of online quiz games. Most participants felt more confident to use English if they learn the language in a fun way. They were more willing to improve their English so that they could be better at it through the games. Hence, since they felt more confident during English lessons, they preferred to spend more time learning English because they did not feel bored after engaging in English lessons assimilated with online quiz games like Kahoot! and Quizizz. Therefore, it was concluded that the inculcation of online quiz games in English lessons is able to elevate high motivation among ESL learners to perform better in the classroom.&nbsp;</div><div><br></div><div>Pupils had good and positive perceptions of learning English with the integration of online quiz games. It was shown that most of them perceived the use of gamification in ESL learning as helping to improve their English skills. A lot of them believed that learning English through online quiz games like Kahoot! and Quizizz was able to increase their interest and communication skills in English. Most of them believed that using games to learn English made them less nervous in their learning process, which made them to be more willing to pay more attention in the classroom; and to be more ready to improve themselves in English lessons. Therefore, it was concluded that ESL learners are more prone towards learning English via online quiz-games like Kahoot! and Quizizz. This also showed that they prefer to learn more by assimilating ICT in their ESL learning process instead of the traditional „chalk-and-talk‟ method of learning (Rajendran et al., 2019).&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 13:25:48 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283100239</guid>
      </item>
      <item>
         <title>Conclusion </title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283101418</link>
         <description><![CDATA[<div>In conclusion, based on the findings, it is noteworthy to agree that in the context of this research, the integration of online quiz-games could elevate ESL learners‟ motivation and herald positive perceptions in learning English. This was proven in both research instruments used in this study which were the observations as well as the survey questionnaire. The positive responses shown by them have reflected their positive motivation, perceptions as well as acceptance towards learning English with the integration of online quiz-games like Kahoot! and Quizizz. This is because the elements of fun, enjoyment and competition in games can make students more motivated and interested to learn English. This can be related back to the main theory of this study which was Gardner‟s Motivation Theory which stated that motivation includes three elements which are effort, desire and also positive affection. As mentioned previously, Gardner. (1985) stated that the role of orientations (integrative and instrumental) or goals is to intrigue motivation and drive it to achieve the goals. Since the online quiz-games used in their ESL lessons manage to intrigue their motivation, it drove them to be more interested and motivated to learn English which in this case, was the goal of this study. It is hoped that this research and its findings were beneficial to all stakeholders, especially teachers. This is because teaching methodology is one of the prominent aspects that teachers need to ponder upon to provide a successful and meaningful teaching and learning process to learners. Hence, although this study was a small-scale study focusing on the opinions of only 60 participants, it could be regarded as a meaningfully vital and essential step in recognizing the classroom instructors‟ views on a significant issue which is young learners‟ learning of English via online quiz-games.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-05 13:27:02 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2283101418</guid>
      </item>
      <item>
         <title>Hui-Hua Chiang</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2284621767</link>
         <description><![CDATA[<div>Chiang, H. H. (2020). Kahoot! in an EFL reading class. <em>Journal of Language Teaching and Research</em>, <em>11</em>(1), 33-44.</div>]]></description>
         <enclosure url="https://core.ac.uk/download/pdf/276318145.pdf" />
         <pubDate>2022-09-06 13:18:38 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2284621767</guid>
      </item>
      <item>
         <title>Main body</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2284628433</link>
         <description><![CDATA[<div>Little is known about EFL learners’ perceptions of mobile applications. The main purpose of this study was to understand Chinese students’ attitudes toward the application of Kahoot!, a mobile game-based learning app, in a college EFL class in Taiwan. No gender differences were found in students’ perceptions of the use of Kahoot! for English learning. Although the participants expressed positive attitudes towards the application of Kahoot! in the EFL reading class, several negative opinions were expressed regarding the use of Kahoot! as a testing tool. These results provide support for the affective filter hypothesis. Implications for EFL teachers and future research are discussed.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-06 13:21:55 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2284628433</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311324260</link>
         <description><![CDATA[<div>A&nbsp; questionnaire&nbsp; with&nbsp; a&nbsp; total&nbsp; of&nbsp; 29&nbsp; questions&nbsp; was&nbsp; adapted&nbsp; from&nbsp; Bicen&nbsp; and&nbsp; Kocakoyun’s (2018)&nbsp; study.&nbsp; Participants responded&nbsp; to&nbsp; questions&nbsp; 1&nbsp; to&nbsp; 27&nbsp; on&nbsp; a&nbsp; 5-point&nbsp; Likert-type&nbsp; scale&nbsp; (5-completely&nbsp; agree,&nbsp; 4-agree,&nbsp; 3-no&nbsp; opinion,&nbsp; 2 disagree, and 1-completely disagree); these questions collected students’ perceptions on the application of Kahoot! in the English classroom. Questions 28 and 29 were open ended questions designed to solicit students’ opinions about the advantages and disadvantages of using Kahoot! as a testing tool.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 06:26:04 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311324260</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311324921</link>
         <description><![CDATA[<div>First, all of the participants had positive perceptions regarding the benefits of Kahoot! for learners and the classroom&nbsp;atmosphere. In other words, the participants enjoyed the game-like learning environment. This finding further supports&nbsp;earlier&nbsp; studies&nbsp; indicating&nbsp; that&nbsp; Kahoot!&nbsp; makes&nbsp; learning&nbsp; more&nbsp; fun&nbsp; and&nbsp; enjoyable&nbsp; (Dellos,&nbsp; 2015;&nbsp; Ismail&nbsp; &amp;&nbsp; Mohammad,&nbsp;2017; Licorish et al., 2018; Medina &amp; Hurtado, 2017; Wang &amp; Lieberoth, 2016; Zarzycka-Piskorz, 2016). One possible&nbsp;reason for this finding is that students in the digital age are able to access a variety of online content and communication&nbsp;methods, such as social media, videos, games, e-mail, and text. These students feel very comfortable with technology-based applications such as Kahoot! (Kahoot, 2018), and Licorish et al. (2018) mentioned in their study that students feel&nbsp;safer in this kind of game-based learning environment. Second,&nbsp; the&nbsp; students&nbsp;seemed&nbsp; to&nbsp; accept&nbsp; the&nbsp; use&nbsp; of&nbsp; Kahoot!&nbsp; as&nbsp; an&nbsp; evaluation&nbsp; tool&nbsp; in&nbsp; the&nbsp; classroom.&nbsp; Based&nbsp; on&nbsp; the&nbsp;findings, this&nbsp; study&nbsp; is&nbsp; consistent&nbsp; with previous&nbsp; studies&nbsp; indicating&nbsp; that&nbsp; Kahoot!&nbsp; is&nbsp; a useful&nbsp; assessment&nbsp; tool&nbsp; for&nbsp; teachers&nbsp;when&nbsp; creating&nbsp; quizzes&nbsp; or&nbsp; surveys&nbsp; and&nbsp; for&nbsp; students&nbsp; when&nbsp; taking&nbsp; exams&nbsp; in&nbsp; the&nbsp; classroom&nbsp; (Bicen&nbsp; &amp;&nbsp; Kocakoyun,&nbsp; 2018;&nbsp;Dellos, 2015; Ismail &amp; Mohammad, 2017; Medina &amp; Hurtado, 2017; Plump &amp; LaRosa, 2017). This result implies that&nbsp;the&nbsp; participants&nbsp; accepted&nbsp; the&nbsp; use&nbsp; of&nbsp; Kahoot!&nbsp; as&nbsp; a&nbsp; quiz tool. One possible&nbsp; explanation&nbsp; for&nbsp; this&nbsp; finding&nbsp; is&nbsp; the notion that&nbsp;students who are digital natives reap innumerable benefits from being online, and taking surveys or quizzes via Kahoot!&nbsp;is&nbsp; a&nbsp; multimedia&nbsp; activity&nbsp; even&nbsp; though&nbsp; it&nbsp; involves&nbsp; assessment.&nbsp; Another&nbsp; possible&nbsp; interpretation&nbsp; is&nbsp; that&nbsp; learning&nbsp; through&nbsp;<br>Kahoot!&nbsp; is&nbsp; still&nbsp; something&nbsp; of&nbsp; a&nbsp; novelty&nbsp; for&nbsp; students.&nbsp; Wang&nbsp; (2015)&nbsp; states&nbsp; that&nbsp; the&nbsp; disadvantages&nbsp; of&nbsp; Kahoot!&nbsp; might&nbsp;become&nbsp; apparent&nbsp; if&nbsp; students&nbsp; become&nbsp; bored&nbsp; with&nbsp; gamified&nbsp; technology.&nbsp; It&nbsp; is&nbsp; worth&nbsp; noting&nbsp; that&nbsp; one&nbsp; student&nbsp; mentioned&nbsp;environmental&nbsp; protection&nbsp; issues,&nbsp; which&nbsp; could&nbsp; be&nbsp; related&nbsp; to&nbsp; the&nbsp; benefits&nbsp; of&nbsp; preserving&nbsp; paper&nbsp; when&nbsp; using&nbsp; Kahoot!&nbsp; as&nbsp; a&nbsp;testing tool instead of the traditional pen and paper method.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 06:28:29 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311324921</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311325435</link>
         <description><![CDATA[<div>In&nbsp; summary, the goal of this paper was to assess college students’ perceptions of the application of Kahoot! in an&nbsp;EFL reading class. Gender differences in these perceptions were discussed, as were the advantages and the&nbsp;disadvantages&nbsp; of&nbsp; Kahoot!&nbsp; as&nbsp; a&nbsp; testing&nbsp; tool.&nbsp; To&nbsp; achieve&nbsp; the&nbsp; best&nbsp; teaching&nbsp; and&nbsp; learning&nbsp; results,&nbsp; the&nbsp; affective&nbsp; filters hypothesis&nbsp; should&nbsp; be&nbsp; considered&nbsp; when&nbsp; using&nbsp; applications&nbsp; with&nbsp; EFL&nbsp; learners.&nbsp; The&nbsp; results&nbsp; of&nbsp; this&nbsp; study&nbsp; have&nbsp; led&nbsp; to&nbsp; a better&nbsp; understanding&nbsp; of&nbsp; how&nbsp; EFL&nbsp; college&nbsp; students&nbsp; think&nbsp; about&nbsp; the&nbsp; use&nbsp; of&nbsp; Kahoot!&nbsp; in&nbsp; a&nbsp; reading&nbsp; class&nbsp; for&nbsp; presenting warm-up activities and administering&nbsp; assessments.&nbsp; However,&nbsp; every&nbsp; coin has two&nbsp; sides,&nbsp; and&nbsp; Kahoot!-assisted&nbsp; language learning is no exception; thus, teachers should leverage the app’s advantages appropriately and avoid its disadvantages.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 06:29:53 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311325435</guid>
      </item>
      <item>
         <title>Limitations and further reaserch</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311326705</link>
         <description><![CDATA[<div>The&nbsp; limitations&nbsp; of&nbsp; this&nbsp; study&nbsp; derive&nbsp; from&nbsp; its&nbsp; use&nbsp; of&nbsp; convenience&nbsp; sampling&nbsp; and&nbsp; the&nbsp; small&nbsp; sample&nbsp; size.&nbsp; The&nbsp; study&nbsp; is therefore a case study on applying a mobile application, Kahoot!, in an EFL college reading class in Taiwan. The results may&nbsp; not&nbsp; be&nbsp; generalizable&nbsp; to&nbsp; other&nbsp; teaching&nbsp; fields.&nbsp; Larger&nbsp; samples&nbsp; and&nbsp; more&nbsp; interviews&nbsp; are&nbsp; needed&nbsp; as&nbsp; part&nbsp; of&nbsp; future research.&nbsp; There may&nbsp; also&nbsp; be&nbsp; several&nbsp; other&nbsp; factors&nbsp; that&nbsp; influence&nbsp; the&nbsp; effectiveness&nbsp; of&nbsp; Kahoot!&nbsp; and&nbsp; perspectives&nbsp; towards adopting&nbsp; Kahoot!,&nbsp; such&nbsp; as&nbsp; English proficiency,&nbsp; learning styles,&nbsp; preferences&nbsp; for&nbsp; learning&nbsp; or&nbsp; taking&nbsp; a&nbsp; test,&nbsp; and mobile-assisted language learning culture (Cojocnean, 2016).&nbsp;</div><div>Future Research As Nacke, Drachen, and Göbel (2010) suggested, qualitative survey-based methods are more suitable than quantitative methods when seeking to solicit learners’ experiences with game-based technology. Thus, in addition to the survey method, interviews could be conducted to elicit learners’ deeper thoughts on the use of Kahoot! in the language classroom.&nbsp; Further&nbsp; studies&nbsp; considering&nbsp; learners’&nbsp; learning&nbsp; styles&nbsp; that&nbsp; account&nbsp; for&nbsp; mobile -assisted&nbsp; language&nbsp; learning variables&nbsp; need&nbsp; to&nbsp; be&nbsp; undertaken,&nbsp; as&nbsp; several&nbsp; researchers&nbsp; have&nbsp; mentioned&nbsp; that&nbsp; technology-related&nbsp; learning&nbsp; tends&nbsp; to&nbsp; be beneficial&nbsp; for&nbsp; kinesthetic learners&nbsp; (Johns,&nbsp; 2015;&nbsp; Valiente,&nbsp; 2008).&nbsp; Finally,&nbsp; taking English&nbsp; proficiency&nbsp; into&nbsp; consideration may&nbsp; provide&nbsp; EFL&nbsp; educators&nbsp; who&nbsp; are&nbsp; interested&nbsp; in&nbsp; applying&nbsp; Kahoot!&nbsp; in&nbsp; their&nbsp; language&nbsp; classes&nbsp; a&nbsp; more&nbsp; comprehensive reference.&nbsp; Specifically,&nbsp; studying&nbsp; the&nbsp; attitudes&nbsp; of&nbsp; EFL&nbsp; learners&nbsp; with&nbsp; different&nbsp; levels&nbsp; of&nbsp; English&nbsp; proficiency&nbsp; towards learning and testing through Kahoot! and determining the differences among them could be informative. Further studies about applying Kahoot! in EFL learning are needed.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 06:33:00 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311326705</guid>
      </item>
      <item>
         <title>Hui-Hua Chiang</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311388928</link>
         <description><![CDATA[<div><em>Journal of Language Teaching and Research</em>, <em>11</em>(1), 33-44.</div>]]></description>
         <enclosure url="https://core.ac.uk/download/pdf/276318145.pdf" />
         <pubDate>2022-09-24 09:10:55 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311388928</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311461801</link>
         <description><![CDATA[<div>The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To<br>assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control<br>group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.<br><br>The specific research questions were: &nbsp;</div><ul><li>Are students who use Codecademy and play “Who Wants To Be A Millionaire?” and “Kahoot!” more engaged in learning Python programming when compared to peers who engage in traditional class activities?</li><li>Do students who use Codecademy and play “Who Wants To Be A Millionaire?” and “Kahoot!” develop deeper understandings of Python programming when compared to peers engaged in more traditional instruction?</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 11:39:49 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311461801</guid>
      </item>
      <item>
         <title>Fotaris, Mastoras, Leinfellner, &amp; Rosunally, 2016.</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311462869</link>
         <description><![CDATA[<div>Fotaris, P., Mastoras, T., Leinfellner, R., &amp; Rosunally, Y. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. <em>Electronic Journal of e-learning</em>, <em>14</em>(2), 94-110.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1101229.pdf" />
         <pubDate>2022-09-24 11:41:52 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311462869</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311468487</link>
         <description><![CDATA[<div>Faculty staff composed of three lecturers conducted a quasi-experimental study over two consecutive academic years at the School of Computing and Technology, University of West London.&nbsp;<br>One-hour theoretical lectures were replaced by three 20-minute cycles of a micro-lecture, a<br>formative assessment in the form of a Kahoot! game, and a brief discussion.&nbsp; Every week the instructor created three Kahoot! games based on the topics that were going to be covered in the three micro-lectures of the upcoming class. After a micro-lecture was completed, the instructor launched its related Kahoot! game, which in turn generated a unique game pin for each session.<br>The lecturers used the same techinque for "who wants to be a millionarire" and " codeacademy"<br>To ensure that the gamified approach encouraged students’ active participation in the educational process,<br>formative and summative assessments of student engagement were performed using the following methods<br>(Jennings and Angelo, 2006):<br>Observation of student behaviour;<br>Online survey exploring the effects of gamification in the classroom;<br>Students’ self-report of activity through focus groups and semi-structured interviews;<br>Collection of administrative data such as student attendance, late arrivals to class, number of reference<br>material downloads, completion rate of lab exercises, and academic performance.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 11:52:38 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311468487</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311471642</link>
         <description><![CDATA[<div>In regards to classroom observation of student behaviour, the majority of the EC students demonstrated engagement during all seminars, lectures, and laboratory sessions.<br>In a survey students mostly agreed that the classroom<br>games made learning fun and would like to see them introduced to other modules as well. Students were also<br>generally motivated to attend classes and arrive on time, a finding that was also supported by the administrative data collected at the end of the course. Most students communicated with their peers while playing and believed that performing well in the games increased their self-confidence. Additionally, they were not intimidated by the use of leaderboards and some of them even studied the course material on a weekly basis in order to appear high in the leaderboard rankings.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 11:57:56 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311471642</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311472217</link>
         <description><![CDATA[<div>The present study explored how the application of gamification in a computer-programming course could<br>affect the learning experience and the student's motivation, recall ability, and performance. The aforementioned findings suggest that using a multi-dimensional gamified learning approach has successfully achieved the pedagogical goals outlined in the introduction. Based on the concepts of the increasingly popular gamification, game-based learning and serious game movements, it gives teachers and students the opportunity to experience first-hand how game mechanics can be used to make learning fun and addictive.<br>Coupled with effective pedagogy, games can offer a more effective and less intrusive measurement of learning<br>than traditional assessments.<br>Both Kahoot! and WWTBAM serve as an opportunity for instant application of knowledge and reinforcement<br>of learning outcomes. They allow common programming language misconceptions to be revealed and explored, while also using similar game mechanisms to make students feel good about their accomplishments and overcome their personal records.<br>More specifically, Kahoot! provides students with the opportunity for self-assessment through a fun and<br>engaging atmosphere, which allows them to master new programming concepts relatively quickly. It is a great<br>tool for learning terminology and can be also used to introduce a topic, as it can help instructors discover what<br>the students already know and where they should focus their instruction on. Additionally, the findings are<br>comparable to those from other studies which show that the use of CRS increases students’ attendance, attentiveness, enthusiasm, confidence, and in-class participation (Duncan, 2005; Suchman et al, 2006; Bullock et al. 2003; Roschelle et al., 2004; Wit, 2003). WWTBAM, requires students to compare and discuss their answers with their teammates in order to come to a consensus regarding the answer, thus improving communication efficiency and honing important employability skills such as problem-solving, critical thinking,<br>and collaboration. In both games, students not only reported more enjoyment in their class but also stated that confidence in their own learning had grown, while instructors noticed an increase in their own ability to respond to students’ misconceptions.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 11:59:04 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311472217</guid>
      </item>
      <item>
         <title>Further study</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311472457</link>
         <description><![CDATA[<div>Whilst the results are encouraging, the authors acknowledge that the limited nature of this study does not<br>preclude the possibility that the improvements in student engagement are simply the result the short-term<br>“novelty” factors generally associated with the introduction of new technology and learning techniques.<br>Further study is needed to assess whether the increased student engagement suggested by these methods is<br>sustainable and applicable to other subjects.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 11:59:32 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311472457</guid>
      </item>
      <item>
         <title>Hsiu-Ting Hung</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311530627</link>
         <description><![CDATA[<div>Hung, H. T. (2017). Clickers in the flipped classroom: Bring your own device (BYOD) to promote student learning. <em>Interactive Learning Environments</em>, <em>25</em>(8), 983-995.</div>]]></description>
         <enclosure url="https://www.studocu.com/row/document/university-of-nairobi/education/2016-clickers-in-the-flipped-classroom-bring-your-own-device-byod-to-promote-student-learning/8574829" />
         <pubDate>2022-09-24 13:32:57 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311530627</guid>
      </item>
      <item>
         <title>Outline</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311532264</link>
         <description><![CDATA[<div>Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics in the spirit of question-and-answer competitions. A series of flipped learning lessons were created for the study, with clickers integrated into question-and-answer activities associated with each of the lessons as formative assessments to assist students in the learning of English as a foreign language. In this quasi-experimental research, the data was gathered using a summative assessment, a perception survey, and individual interviews. The collected data were then analyzed to comparethe students’ flipped learning experiences, with or without clicker use.The results indicated that the gamified use of clickers had positive influences on student learning, with regard to their performance, perceptions, and preferences. This study thus suggests that the emerging generation of clicker technology allows for a cost-effective BYOD integration model in flipped classrooms, through which it ispossible to seamlessly bridge pre-class and in-class activities and to effectively promote student learning</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 13:35:16 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311532264</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311538618</link>
         <description><![CDATA[<div>The participants in this study included 44 English majors at a medium-sized university in Taiwan.&nbsp; A total of three flipped learning lessons were created for the study, in which Kahoot! was adopted as the clicker technology in three question-and-answer activities in each of the lessons to enhance students’ flipped learning experience. This clicker tool was chosen for three main reasons. First, Kahoot! is readily accessible by students’personal Internet-enabled devices, and thus allows for a cost-effec-tive BYOD model of clicker implementation in classrooms, compared to the use of traditional clickers. Second, Kahoot! contains several design features to gamify learning activities, such as points, leader-boards, time limits, sound effects, and nicknames (see also Mu &amp; Paparas, 2015, for a description of the practical utilization of this tool). Third, Kahoot! has been empirically tested with positive preliminary results, although it is a relatively new clicker application that was only formally released in 2012.<br>Three Kahoot! quizzes were created in accordance with the three flipped learning lessons for this study, and the students were directed to bring their own devices to access and complete the Kahoot! quizzes in each ofthe question-and-answer activities. The students’performance in the Kahoot! quizzes were not graded, but used as a formative assessment for the students to practice what they had learned in a gamified knowledge competition.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 13:44:10 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311538618</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311539846</link>
         <description><![CDATA[<div>The primary contribution of this research is that it proves the feasibility of integrating clickers through a BYOD model in the flipped classroom, and perhaps more importantly, it validates the beneficial effects on both student learning and affect. This finding is in contrast to the existing literature, which indicates that the effects of clickers are more pronounced on affective outcomes than cognitive ones, and some studies have even reported no significant differences in learning achievement between the use and non-use groups (Hunsu et al., 2016). One possible explanation is to attribute the clicker effects observed in this study to the distinct feature of gamification afforded by the technology adopted in this work. Wang (2015) conducted a quasi-experimental study to examine the effects of the same game-like clicker application. He concluded that Kahoot! afforded gamified interactions in the classroom with its competitive nature, having positive impacts on learning. Similar results were found in the present study, in which the students under the gamified clicker condition engaged more and performed better in English language learning than their counterparts. These findings are also in line with previous studies, which showed that gamification provides a promising avenue to boost student learning (Dicheva et al., 2015). Much of such research has focused on or identified only the affective influences of gamification, such as promoting students’class attendance, heightening their interest in learning, directing their attention to learning activities, and increasing their interactions with others (e.g. da Rocha Seixas et al., 2016; Hew, Huang, Chu, &amp; Chiu, 2016).Encouragingly, the present study provides additional evidence on the students’ cognitive development in coursework when engaging them in a gamified learning environment. Considering this study’s positive findings regarding both the cognitive and affective aspects of learning, and with reference to the existing literature, the results of this work may be better explained by the synergistic effect of clicker use with gamification. From a holistic perspective, the success of the instructionalintervention used in this study is based on learning through playing with Kahoot! via a BYOD model in the flipped classroom. It is, however, beyond the scope of this study to examine the relationships among these variables and their specific impacts on learning in the designed environment. Nevertheless, this study is still significant in demonstrating how to facilitate students’ active learning in a flipped classroom through a gamified clicker use.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 13:45:54 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311539846</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311541313</link>
         <description><![CDATA[<div>Game mechanics are the driving forces of gamification in learning, which function to establish learning dynamics that are entertaining, engaging, and still educational. Interested teachers who are seeking to implement a game like clicker application similar to the one seen in the present study should pay careful attention to the specific game mechanics behind a target tool.  It is important that the game design elements of the tool used for gamification (e.g. points and leaderboards in this case)must align with learner preferences or match their interests to ensure that the desired learning out-comes are achieved. Second, students learn best if scaffolding and interaction opportunities are available throughoutthe learning process. Instructors are thus encouraged to use the clicker technique as a stimulus to gauge students’level of understanding in order to provide immediate and adaptive feedback to student responses. In doing so, each clicker question may be treated as a “talking-point” to increase teacher student interactivity in whole-class instruction, while discussion time during or following the clicker activity may also be allocated to encourage student–student interactivity in small groups.Third, as with any mobile learning technology, constraints in system performance and networking issues via BYOD are common difficulties that teachers may encounter when using clickers on mobile devices in classrooms. In case of any technical problems, it is thus suggested that the gamified clicker technique be adopted as a formative assessment to facilitate student learning, rather than as a sum-mative assessment of learning performance that attaches grades to the students’ responses.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-24 13:48:01 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311541313</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311968752</link>
         <description><![CDATA[<div>Integrating technology in the classroom has increased in the last few years.&nbsp; Previous studies on the interactive response system&nbsp; (IRS) have generally been in the mind of instructors of languages to facilitate the teaching and learning process.&nbsp; The purpose of the present study was therefore to explore the use of the online platform Kahoot! As a tool for teaching and learning vocabulary in an English Class.&nbsp; A quasi-experimental design process was developed over a period of time to see how helpful this tool was in the learning vocabulary process in English Language classrooms. The results support previous studies which found that using IRS improved learners’ engagement and interaction.&nbsp; They also provide further evidence that the use of Kahoot! Increased motivation and improved acquisition of vocabulary for later exams. The results of the students’ satisfaction survey indicated that students enjoyed playing Kahoot! And found it easy to use.&nbsp; It is necessary to use classroom technology in language classrooms to improve learning, and gamification is one of the latest approaches used in language classes.&nbsp; Kahoot! is a platform that can be used also for informal assessment.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 03:54:17 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311968752</guid>
      </item>
      <item>
         <title>Edison G Llerena Medina, Carlos P. Rodríguez Hurtado</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311969488</link>
         <description><![CDATA[<div>Medina, E. G. L., &amp; Hurtado, C. P. R. (2017). Kahoot! A digital tool for learning vocabulary in a language classroom. <em>Revista Publicando</em>, <em>4</em>(12 (1)), 441-449.</div>]]></description>
         <enclosure url="https://www.revistapublicando.org/revista/index.php/crv/article/view/673/pdf_478" />
         <pubDate>2022-09-25 03:56:21 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311969488</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311970268</link>
         <description><![CDATA[<div>The&nbsp; experiment was&nbsp; held&nbsp; during&nbsp; the&nbsp; term&nbsp; March&nbsp; 2017 –August&nbsp; 2017&nbsp; at&nbsp; Universidad Técnicade Ambato during&nbsp; 10&nbsp; weeks.&nbsp;Starting&nbsp; on&nbsp; April&nbsp;17th and ending&nbsp; in&nbsp; June&nbsp; 15th. There&nbsp; were&nbsp; two&nbsp; groups&nbsp; which&nbsp; were&nbsp; called&nbsp; Experiment&nbsp; groups&nbsp; (EG);&nbsp; each&nbsp; one&nbsp; with&nbsp; 35 students. And there was an extra group with the same number of students (35) which was called the control group (CG). They all were undergraduate students from different Faculties and&nbsp;careers and&nbsp; the&nbsp; level&nbsp; of English&nbsp; was&nbsp; Pre-intermediate&nbsp;(B1 corresponding&nbsp; to&nbsp; the European Common Framework). Students’ ages varied between 20 to&nbsp; 22 years old. There were 22 malesand 48 females in the EG. They were from different social groups (low to intermediate social economical class). In the CG there were 12 malesand 23 females. The EG students were asked before the experience if they had their own mobile phone with internet access. 100 % of them had their own mobile phone, not sophisticated but at least with wireless connection, which was very helpful for the experiment.&nbsp; The teacher conducted the course implementing the platform Kahoot! with a ten-question game at the end of each unit as a review vocabulary on the EGs. (Each student’s book unit was checked and covered in one week approximately). There was a pre-test at the end of the fifth week and a final test at the end of the tenth week. The intervention students were also asked to write a weekly self-assessment diary in order to have qualitative data, and to note down their learning reflections on the course. Both qualitative and quantitative data&nbsp; were&nbsp; collected.&nbsp; In&nbsp; order&nbsp; to&nbsp; explore&nbsp; how&nbsp; much&nbsp; they&nbsp; liked&nbsp; the&nbsp; use&nbsp; of&nbsp; the&nbsp; platform Kahoot!,&nbsp; a Likertsurvey&nbsp; was&nbsp; given&nbsp; at&nbsp; the&nbsp; conclusion&nbsp; of&nbsp; the&nbsp; experiment&nbsp; phase.&nbsp; Results were analysed and calculated percentages.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 03:58:38 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311970268</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311971150</link>
         <description><![CDATA[<div>The tool Kahoot! Adopted for the present study is a cloud-based IRS, developed by the team Kahoot! AS,&nbsp; from&nbsp; the&nbsp; Norwegian&nbsp; University&nbsp; of&nbsp; Technology&nbsp; and&nbsp; Science. The purpose&nbsp; of using this tool&nbsp; was to&nbsp; investigate the effectiveness&nbsp; of the&nbsp; online&nbsp; Kahoot! in vocabulary&nbsp; acquisition&nbsp; when&nbsp; teaching&nbsp; English&nbsp; in&nbsp; a&nbsp; language&nbsp; classroom.&nbsp; In terms of improving the effectiveness of the tool and according to the pre-test and post-test results, participants increased their mean vocabulary scores during the final test. In terms of satisfaction with Kahoot!, 100 % of the students indicated they found it easy to use; 84 % of them indicated that it kept them on task; in addition, 83 % of the students indicated that they prefer to use technology in the classroom. 90 % of them considered the use of Kahoot! was not a distraction. 95 % of the students in the survey enjoyed the game in class. Finally 74% of the surveyed students agreed with the use of Kahoot! helped them to be prepared for the formal exams.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 04:01:43 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311971150</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311971648</link>
         <description><![CDATA[<div>Games like Kahoot!&nbsp;are an&nbsp;excellent&nbsp;choice&nbsp;for teaching university students, in any subject, and&nbsp;especially when teaching and&nbsp;practicing vocabulary in a&nbsp;language class.&nbsp; Students are eager to use their mobile phones or tablets and implement technology in the classroom.&nbsp; These eLearning tools provide a positive environment&nbsp;in the classroom, increase energy and add fun. Motivation is one extra element that has to be considered because students demonstrate friendly competition and cooperative learning (Malamed, 2012).&nbsp; This study was encouraging as it shows the positive effect of playing Kahoot! improves motivation and the students’ satisfaction is positive. Further studies are recommended to be conducted for different skills that language needs to be developed.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 04:03:09 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311971648</guid>
      </item>
      <item>
         <title>Limitations</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311971832</link>
         <description><![CDATA[<div>The results of this study may have been different if there was not a wireless connectivity.&nbsp; Another&nbsp; limitation&nbsp; for&nbsp; the&nbsp; present&nbsp; study&nbsp; was&nbsp; the&nbsp; limited&nbsp; time&nbsp; in&nbsp; class&nbsp; because&nbsp; the institution hurries up with the covering of the student’s book.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 04:03:53 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2311971832</guid>
      </item>
      <item>
         <title>Wichadee, S., &amp; Pattanapichet, F. (2018).</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312034444</link>
         <description><![CDATA[<div>Wichadee, S., &amp; Pattanapichet, F. (2018). Enhancement of performance and motivation through application of digital games in an English language class. <em>Teaching English with Technology</em>, <em>18</em>(1), 77-92.</div>]]></description>
         <enclosure url="https://files.eric.ed.gov/fulltext/EJ1170635.pdf" />
         <pubDate>2022-09-25 07:09:34 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312034444</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312035506</link>
         <description><![CDATA[<div>The study was conducted to find out what impact a digital game had on students’ learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game Kahoot whereas the control group was taught with the conventional method. Pre-tests, post-tests, and questionnaires on the students’ motivation and attitudes toward gamification in language learning were the instruments used in this study. The data were analysed using Independent t-tests and One-way Analysis of Covariance. The results revealed statistically significant differences with regard to learning performance and motivation at 0.05. The experimental group obtained higher scores than the control group, and the motivation of students in the experimental group was much higher than that of the control group. In addition, the results of a survey indicated that students had positive attitudes towards application of digital games in language learning.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 07:12:24 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312035506</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312038553</link>
         <description><![CDATA[<div>The study adopted a quasi-experimental design. To this end, the following research questions were addressed as follows:&nbsp;</div><div>1. Does gamification affect students’ learning performance?&nbsp;</div><div>2. How does the learning motivation of students in the experimental group differ from that of students in the control group?&nbsp;</div><div>3. What are students’ attitudes towards application of digital games in language learning?</div><div><br></div><div>The population included 2,645 students at a university in Thailand.&nbsp; Ten vocabulary quizzes and five grammar quizzes were prepared to engage the students in both groups in reviewing the lessons taught each time. However, while the control group was given a revision by means of doing paper quizzes, only the experimental group was treated with Kahoot. Students could see how many points they earned at the end. Meanwhile, the control group did the same quizzes, but on paper, and were told about their earned scores in the following week. For both groups, the purpose of doing quizzes was to investigate how well students understood grammar and vocabulary. The post-test was done on paper after the course had finished.&nbsp;</div><div>This study employed three tools to evaluate how Kahoot affected learners. The first tool was English proficiency tests which were used to find out the effect of the digital game, Kahoot on learners’ language performance.&nbsp; The second tool was a questionnaire modified from Keller’s Course Interest Survey (Keller, 1987). It comprised ten items and examined learners’ motivation after 12 lessons were completed.&nbsp; The last tool was a questionnaire investigating students’ points of view on gamification. Only students in the experimental group were required to complete this questionnaire after the intervention.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 07:20:42 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312038553</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312039690</link>
         <description><![CDATA[<div>Based on the finding, there was a significant difference in post-test scores between the two groups of students. This implied that gamified learning generated more achievement. This is probably due to the fact that the students in the experimental group had an opportunity to revise what they had learned through competition (Kim, 2015). They had more fun playing Kahoot games while gaining knowledge. Moreover, Kahoot allowed for more engagement in the learning process, and the instructors were able to check student involvement in the activities very easily. The result is consistent with the study conducted by Goehle (2013), who indicated that digital games do not only create a good learning environment, but they also provide more engagement. That is, the competition nature of the games encourages learners to join, enhancing enthusiasm and involvement in learning (Hakulinen et al., 2015; Lee &amp; Hammer, 2011; Muntean, 2011). The more they participated in the games, the more they gained knowledge. As predicted, they obtained better performance than those in the control group. The finding can be used to support the claim that Kahoot can stimulate learning and language improvement can occur in a fun learning environment. The second issue is the increase of the students’ motivation. One of the interesting results of this study is that the use of Kahoot games had an impact on learner motivation. That is, the experimental group showed much higher motivation than the control group. This is probably because students’ learning effort can be observed using Kahoot games (Attali &amp; Arieli-Attali, 2015). In other words, providing instant feedback has a great effect on their motivation. Kahoot makes the lessons more interesting, giving all students an opportunity to participate and get feedback or results at once. While playing the game, they can see the tentative winner on the screen. In the past, doing paper-based exercises was the only one way to check if students understood the lessons or not, and they might not be informed of the feedback immediately. The use of digital games for doing exercises or quizzes is, therefore, better than the traditional way. Moreover, since students are in the digital age, they are immersed in technology in daily life. As such, applying technology in the classroom motivates them to learn more when compared to the traditional style of learning. The atmosphere in the experimental class is competitive and fun. They compete in game-like quizzes with enjoyment. The current study proves that learning can come with enjoyment as the students in the experimental group had higher motivation than the control group (Mean = 3.58, 2.92). The finding is in accordance with Lee and Hammer (2011), who asserted that digital games can be used to stimulate learning since they influence mental and social conditions. The finding also revealed that students viewed the use of digital games in language learning positively. Three reasons can be used to explain this result. First of all, students are accustomed to using a variety of technologies in daily life. A mobile phone is the best equipment for playing games in class because all students have it. Secondly, Kahoot allows them to compete with their friends through applications on mobile phones. They paid more attention during the lessons since they needed to make use of knowledge in the competition. This interest led to improved learning performance as shown in previous studies (Hidi &amp; Renninger, 2006; Oblinger, 2004). Lastly, the components of Kahoot games are suitable for educational purposes. That is, Kahoot’s features (e.g. screen, music) are well-designed to draw the players’ attention, and the quizzes are provided based on their ability. The finding is in accordance with Kiili’s (2005) research, according to which using appropriately challenging activities relative to students’ competences could boost students’ interest and help enhance students’ learning performance. Learning with fun can create a good atmosphere. That is why students highly agreed that gamified learning made the course more fun. It can be concluded that Kahoot is a good digital game that can be used to increase students’ interest in language learning and to make learning more fun.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 07:23:51 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312039690</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312040264</link>
         <description><![CDATA[<div>The findings reveal that the gamification technique not only increased students’ motivation, but also enhanced their learning outcomes. This indicates that the application of digital games can transform any contents that are boring or difficult like aspects of grammar or vocabulary to be interesting and easier to understand. Games can make students enjoy attending the class. Since the game concerns winning and losing, instructors need to inform them of the real purpose of gamifying language activities. That is, what they can gain more than competition and enjoyment is learning something new such as grammar and vocabulary knowledge. As such, when a correct answer is shown, instructors should explain and give details about it. This is in accordance with what Marklund and Alklind (2016) recommend in that tasks for teachers should be clear from the start when using games in class.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 07:25:27 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312040264</guid>
      </item>
      <item>
         <title>Further research</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312040887</link>
         <description><![CDATA[<div>Although gamification proves to be a highly useful way of teaching English, there are many questions to be addressed. First, after exposing to the Kahoot games, it is crucial to find<br>out at what point the students will become bored. Secondly, future studies may be conducted to compare other free digital games in relation to language performance; the results can be useful for selecting suitable games for the future courses. It is possible to study if the number of games have an impact on their learning performance. In this regard, it is important to find out which game is the most appropriate to the content of study. Next, to gather more extensive<br>data and statistics, future studies should involve a larger number of students which is a limitation of this study. Then the feedback may reflect what students think and how the<br>gamification technique affects them more clearly. Finally, other research tools such as interviews should also be employed in order to make the studies more comprehensive.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 07:27:05 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312040887</guid>
      </item>
      <item>
         <title>Sherlock A. Licorish</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312074216</link>
         <description><![CDATA[<div>Licorish, S. A., Owen, H. E., Daniel, B., &amp; George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. <em>Research and Practice in Technology Enhanced Learning</em>, <em>13</em>(1), 1-23.</div>]]></description>
         <enclosure url="https://telrp.springeropen.com/articles/10.1186/s41039-018-0078-8" />
         <pubDate>2022-09-25 08:46:04 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312074216</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312075463</link>
         <description><![CDATA[<div>This article presents outcomes of research that examined students’ experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand. We conducted semi-structured interviews with students to learn about the extent to which Kahoot! influence classroom dynamics, motivation and students’ learning process. Key findings revealed that Kahoot! enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience. Our findings also suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms. Other factors that contributed to students’ enhanced learning included the creation and integration of appropriate content in Kahoot!, providing students with timely feedback, and game-play (gamification) strategies.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 08:48:31 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312075463</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312076308</link>
         <description><![CDATA[<div>At the end of the course, students were interviewed using a semi-structured approach, where purposive non-probability sampling was used to recruit students enrolled in the course. The study was announced and its purpose explained during the final lecture, having received human and behavioural ethics approval from the university in which the study was conducted.<br><br></div><div>Fourteen students (10 male, 4 female) agreed to participate in the study (of 48 students altogether). The sample size is deemed adequate for the chosen (purposive) sampling method as the possible pool of participants is already restricted (Marshall <a href="https://telrp.springeropen.com/articles/10.1186/s41039-018-0078-8#ref-CR34">1996</a>). Students agreeing to participate were asked to spare 20 min of their time for the semi-structured interview where they were asked questions relating to the use of “Kahoot!” during the course (interviews took between 15 and 20 min). The questions were focused on understanding students’ experiences using Kahoot! and the tool’s influence on classroom dynamics, their engagement, motivation and learning. Students were also asked to give suggestions for alternative uses of “Kahoot!” and describe their general experience with the tool.<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 08:50:16 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312076308</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312081069</link>
         <description><![CDATA[<div>All participants (14) seem to agree that the use of Kahoot! triggered positive attention and focus in the classroom. Some suggested that interacting with Kahoot! captured and sustained their attention, as well as enabled them to take a break in the lecture and provided a point of difference.<br>Our analysis suggest that Kahoot! gave students more opportunities to interact and engage with the lecturer, peers and lecture content by providing a fun platform on which to engage. All 14 participants reported that Kahoot! positively impacted engagement in the class, and 13 of the 14 participants said that Kahoot! increased their interaction and involvement in the lectures.<br>Nine participants discussed the competitive element of Kahoot! in relation to their interaction and engagement. Many respondents liked the competitive aspect of Kahoot!s, seeing it as a motivating factor to participate, encouraging them to think critically, increasing their participating energy levels and creating a lively classroom dynamic.<br>Nine out of the 14 participants stated that Kahoot! was a useful learning tool, and all 14 described Kahoot! as having a positive influence on their learning experience. Throughout the interviews, participants made positive references to how Kahoot! supported their learning. They stated that engaging with Kahoot! during lectures helped them not only to remember previously covered material but to understand new perspectives. They also reported that Kahoot! increased their knowledge. Knowing that there would be a Kahoot! in class also motivated several students to prepare and review material in order to do well in the Kahoot!. In particular, students enjoyed Kahoot!s that were relevant to the course, explored complex concepts and offered insight into applications of theory. Key benefits that participants discussed were how Kahoot!s aided revision, generated discussion and helped them to retain knowledge.<br>Participants felt strongly that Kahoot! could be used for revision, with 12 participants seeing Kahoot! as a useful revision tool. In fact, three participants had used Kahoot! as a revision tool for exam preparation.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 09:00:26 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312081069</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312083114</link>
         <description><![CDATA[<div>We observed that Kahoot! gave students more opportunities to engage with the lecturer, peers and lecture content. It also helped in creating a learning experience that was described as “fun”, which contributed to useful classroom engagement dynamics. Students felt that Kahoot! captured their focus and interest during the course, but was also timely for allowing breaks. This was particularly necessary for reflection on lectures and class discussion, especially in lectures that were longer than 1 h. Students’ willingness to perform was also influenced by the level of anonymity afforded by Kahoot!, which allowed students to remain focussed on comparing the content of Kahoot!s and differences of opinion, rather than comparing other students’ aptitudes. Our outcomes show that Kahoot! motivated students to be engaged and encourage interaction in the classroom. Student conceded that Kahoot!s’ use in the course had a positive impact on the knowledge and skills they attained. Students noted that the drive to increase their attention and focus and interaction and engagement strongly supported their learning in the course. Our findings suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms. However, there is need for larger scale follow-up work to validate these effects.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 09:04:38 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312083114</guid>
      </item>
      <item>
         <title>Limitations</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312084471</link>
         <description><![CDATA[<div>Their sample was relatively small, and thus, their outcomes may not generalise to all lecture environments.&nbsp; Also, the students’ perceptions around the use of Kahoot! may be influenced by their background, and thus, this is to be considered when interpreting the findings.<br><br>Finally, since the study was qualitative in nature, it is limited in its generalizability to other settings, beyond the lessons learned. Future work will focus on deploying Kahoot! with a large number of students and different subjects and assess students’ experience while learning in this environment.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-25 09:07:37 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2312084471</guid>
      </item>
      <item>
         <title>Alf Inge Wang</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313432714</link>
         <description><![CDATA[<div>Wang, A. I. (2015). The wear out effect of a game-based student response system. <em>Computers &amp; Education</em>, <em>82</em>, 217-227.</div>]]></description>
         <enclosure url="https://www.researchgate.net/publication/269407880_The_wear_out_effect_of_a_game-based_student_response_system" />
         <pubDate>2022-09-26 11:11:45 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313432714</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313433661</link>
         <description><![CDATA[<div>This paper shows the results from investigating the wear off effect of using the game-based student response system Kahoot! in classroom teaching. More specifically, it compares the results from students using Kahoot! for the first time in a single motivational lecture vs. using Kahoot! in every lecture in a class for five months. The quasi-experiment focused on how the students' perception changed in relation to user-friendliness, engagement, motivation, classroom dynamics, concentration, and perceived learning. The results show a slight reduction in the students motivation and engagement, but the only statistically significant wear out effect found was related to classroom dynamics. At large, the game-based student response system managed to boost students engagement, motivation and learning after using it repeatedly for five months. The core factor to keep the students attention after heavy repeated usage was found to be the competitive nature of Kahoot!.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-26 11:12:37 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313433661</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313438116</link>
         <description><![CDATA[<div>To&nbsp; find&nbsp; the&nbsp; difference&nbsp; in&nbsp; effect&nbsp; of using&nbsp; the&nbsp; GSRS&nbsp; Kahoot!&nbsp; for&nbsp; the&nbsp; first&nbsp; time&nbsp; vs.&nbsp; using&nbsp; it frequently in a subject throughout a semester, we gathered data, we observed, and conducted a survey from two cases:&nbsp; — A 45 minutes motivational lecture on game-based learning where Kahoot! was played at the&nbsp; end&nbsp; of the&nbsp; lecture&nbsp; to&nbsp; summarize the&nbsp; key points in&nbsp; the&nbsp; lecture. A total&nbsp; of&nbsp; 206 subjects answered the survey, all female students. — A&nbsp; semester&nbsp; of&nbsp; the&nbsp; Software&nbsp; Architecture&nbsp; course,&nbsp; where&nbsp; Kahoot!&nbsp; was&nbsp; used in&nbsp; every lecture to&nbsp; summarize key points in&nbsp; the&nbsp; lectures. A total of&nbsp; 46 subjects answered the survey where 85% were male students and 15% were female studentsTo&nbsp; find&nbsp; the&nbsp; difference&nbsp; in&nbsp; effect&nbsp; of using&nbsp; the&nbsp; GSRS&nbsp; Kahoot!&nbsp; for&nbsp; the&nbsp; first&nbsp; time&nbsp; vs.&nbsp; using&nbsp; it frequently in a subject throughout a semester, we gathered data, we observed, and conducted a survey from two cases: &nbsp;</div><div>— A 45 minutes motivational lecture on game-based learning where Kahoot! was played at the&nbsp; end&nbsp; of the&nbsp; lecture&nbsp; to&nbsp; summarize the&nbsp; key points in&nbsp; the&nbsp; lecture. A total&nbsp; of&nbsp; 206 subjects answered the survey, all female students.&nbsp;</div><div>— A&nbsp; semester&nbsp; of&nbsp; the&nbsp; Software&nbsp; Architecture&nbsp; course,&nbsp; where&nbsp; Kahoot!&nbsp; was&nbsp; used in&nbsp; every lecture to&nbsp; summarize key points in&nbsp; the&nbsp; lectures. A total of&nbsp; 46 subjects answered the survey where 85% were male students and 15% were female students</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-26 11:16:27 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313438116</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313454209</link>
         <description><![CDATA[<div>When&nbsp; playing&nbsp; quizzes,&nbsp; 100%&nbsp; of&nbsp; the students focused on what was going on in the front of the classroom (which was not the case for the rest&nbsp; of&nbsp; the&nbsp; lecture). The&nbsp; teacher&nbsp; also noticed&nbsp; that&nbsp; the&nbsp; students started&nbsp; to&nbsp; laugh and give&nbsp; positive&nbsp; comments&nbsp; during&nbsp; the&nbsp; quiz.&nbsp; Although&nbsp; there&nbsp; is&nbsp; a&nbsp; wear&nbsp; off&nbsp; effect&nbsp; in&nbsp; terms&nbsp; of classroom dynamics, there was a noticeable improvement in&nbsp; classroom&nbsp; dynamics even after repeated usage.<br>&nbsp;It&nbsp; was surprising&nbsp; that&nbsp; close&nbsp; to&nbsp; 90%&nbsp; of&nbsp; the&nbsp; students&nbsp; after&nbsp; playing&nbsp; the&nbsp; same&nbsp; quiz&nbsp; game&nbsp; in&nbsp; every lecture for five months agreed that the game was still so engaging. The observations from the classroom support the result of high engagement of students playing the game by the change of atmosphere every time Kahoot! was played.&nbsp; Also the Kahoot!-sessions were the only time during&nbsp; lectures&nbsp; got&nbsp; 100%&nbsp; focus&nbsp; from&nbsp; all&nbsp; students.<br>The software architecture course was in 2013 scheduled to have lectures from 08:15-10:00 in the morning every week. As the lectures are not mandatory, students are tempted to skip these lectures to&nbsp; sleep&nbsp; in.&nbsp; The course evaluation revealed many students were&nbsp; motivated to come to the morning lectures (named “night lectures” by the students) just&nbsp; to play Kahoot!. The&nbsp; game&nbsp; kept&nbsp; them&nbsp; motivated&nbsp; to&nbsp; listen&nbsp; to what&nbsp; being&nbsp; lectured&nbsp; and&nbsp; keeping&nbsp; them&nbsp; awake during the morning lectures. &nbsp;<br>Finally even when the students played Kahoot! in every lecture for five months, the majority wanted to play it at least once a week (94%), and over half of the student wanted to play it in every lecture (57%).</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-26 11:29:55 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313454209</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313460986</link>
         <description><![CDATA[<div>Class dynamics was highly improved during quiz sessions. We also found&nbsp; the&nbsp; same effect for the excitement&nbsp; of&nbsp; playing together in the same room. These results&nbsp; were&nbsp; also&nbsp; confirmed in observations from the&nbsp; two different cases.<br>Close&nbsp; to&nbsp; 90%&nbsp; of&nbsp; the&nbsp; students&nbsp; of&nbsp; both groups&nbsp; agreed&nbsp; that&nbsp; they&nbsp; were&nbsp; engaged&nbsp; during&nbsp; the&nbsp; quiz&nbsp; sessions.&nbsp; The&nbsp; observations&nbsp; showed that all students (100%) were active during quiz sessions. Even the few students who did not have&nbsp; their&nbsp; own&nbsp; device&nbsp; were&nbsp; engaged,&nbsp; helping&nbsp; their&nbsp; neighbor&nbsp; student&nbsp; to&nbsp; get&nbsp; the&nbsp; answers correct.&nbsp;<br>From&nbsp; the&nbsp; teachers’&nbsp; perspective, Kahoot! was a really useful tool for motivating students to come to early morning classes and keep them awake. The&nbsp; feedback from the open-ended questions revealed that students were more motivated to focus on what being taught during lectures when GSRS was used, as well as read the textbook to prepare for lectures to do well in the quiz.<br>Open-ended questions revealed that Kahoot! helped the students to learn in many different ways. First of all, the tool helped them to stay focus&nbsp; during&nbsp; class,&nbsp; as&nbsp; they&nbsp; knew&nbsp; that&nbsp; they&nbsp; soon&nbsp; had&nbsp; to&nbsp; use&nbsp; their&nbsp; knowledge&nbsp; in&nbsp; a&nbsp; quiz. Secondly, some students started to read the textbook before a class to do better on the&nbsp; quiz. Third, the students got immediate feedback on whether they have understood a topic or not. Fourth, the teacher got the opportunity to&nbsp; better explain&nbsp; topics&nbsp; where&nbsp; the tool revealed big holes in the knowledge of the students. And finally, repeating the important topics in a game helped the students to remember the knowledge through the social setting.<br>The majority of students (57%) wanted Kahoot! to be used in every lecture, while 94% wanted to use Kahoot! at least once a week.&nbsp; The results from&nbsp; research question five shows&nbsp; clearly&nbsp; that the wear off effect of&nbsp; using&nbsp; a GSRS is not major issue, at least not for Kahoot!.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-26 11:35:32 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2313460986</guid>
      </item>
      <item>
         <title>Bicen and Kocakoyun, 2018</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315354514</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://pdfs.semanticscholar.org/23a9/079a6b7d075fde7d82d770ed9257885639af.pdf?_ga=2.148374643.572095079.1664276464-1582899343.1659090231" />
         <pubDate>2022-09-27 11:10:23 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315354514</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315355802</link>
         <description><![CDATA[<div>In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student<br>motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.<br>The purpose of the study was to evaluate the effect of a gamification approach on student perceptions. By using the game based learning environment, the students’ use of the Kahoot have been evaluated for their perspectives, the opinions and experiences of undergraduate students have been researched and lastly experimentally the students’ opinions and thoughts were put forward within the qualitative and quantitative methods. For this aim; the following questions were investigated:<br>1. What are the general perspectives of students about gamification?<br>2. What are the perspectives of students about the effectiveness of Kahoot? How do<br>the students view/evaluate the Kahoot application?<br>3. What do students feel are the advantages and disadvantages of gamification?<br>4. What are the opinions and perception of students at the end of the application based on their experience?</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-27 11:11:27 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315355802</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315367438</link>
         <description><![CDATA[<div>The course that implemented the Kahoot platform by the teacher. At the end of each lesson, the questions given in the course for that week were presented to the students through the Kahoot application. In addition to the experimental work, students are required to write evaluation notes in order to have qualitative data and note learning experiences about the course. Both qualitative and quantitative data were collected. To determine the perceptions of the use of the Kahoot Platform, a survey was conducted following completion of the trial phase. The results were analyzed and percentages calculated.<br>Fifty-five female and 10 male students who were studying Preschool Teaching at the Ataturk Faculty of Education participated in the study, as total of 65 participants.<br>The age average of 4th year students attending the study has been found as 22.<br>A scale for the measurement of the effect of a gamification approach on student achievement by classroom competition has been developed, and is formed of 3 dimensions. In total, 65 items are available. Dimensions are divided into the following subcategories: "General Perceptions about Gamification Method" (32 items), "The Effectiveness of Kahoot Application" (23 items), and "Evaluation of Kahoot Environment" (10 items). Three dimensions are also evaluated by students by using a 5-point Likert-type scale (completely agree, agree, indecisive, disagree, and completely disagree). An answer of "Completely agree" by the student is associated with a score of 5 points. A validity and reliability study of the scale was performed, and the<br>Cronbach alpha value for internal consistency was 0.96. The qualitative aspect of the study research consists of 4 questions. These questions are as follows: "In which lessons can gamification be used?" "Were the performed activities remarkable? Why?" "What are the advantages and disadvantages of gamification method?" And "how did<br>you feel about being in continuous competition with your friends?" The duration for gathering all answers for questions and to direct them, has been recorded through the oral interview and these interviews later saved on the documents. Afterwards these qualitative data were analyzed using Nvivo.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-27 11:21:52 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315367438</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315374925</link>
         <description><![CDATA[<div>Gamification can be used for various educational reasons and in all lessons. Students learn topics more easily, and tackle difficult material in a fun way; consequently, it was concluded that gamification would be an appropriate learning method for all fields. Similar results were also found in a different study. Although numerical games were primarily used, gamification can be applied to many cases in daily life.<br>Students also reported that English could be used in learning. Motivation, one of the most important factors in foreign language teaching, is defined as a power that initiates and facilitates the language-learning process. Investigation of the evaluations of students from a different study revealed that the gamification application Kahoot is one of the most popular applications. It was concluded that students like to come to the class prepared, and they are motivated by the presentation of unexpected questions. Turan &amp; Goktas (2015) also reported that students like the Kahoot application, as well as the fact that lessons are applied</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-27 11:28:53 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315374925</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315380006</link>
         <description><![CDATA[<div>In this study, student opinions on issues in the application of gamification methods, the environments that gamification should be used in, and the method by which gamification should be carried out were assessed. The data indicate that gamification of learning heightens student interest in the lesson, and encourages students to become more ambitious for success. Simultaneously, inclusion of gamification approached has a positive effect on student motivation. The students who felt that collaboration was very important during gamification supported and helped each other in learning. The students who could join this application by means of smart phones stated that the reward system increased motivation. Students were able to see their achievement status through gamification, and improve themselves in the topics in which they are deficient; moreover, combining a gamification approach with a blended learning method helped students to better understand the lesson. Winning badges made students feel important, and students found it easier to remember information when it was presented in a gamified manner. Competition helped students to improve their response time and enabled them to learn topics that were difficult to understand. These findings suggest that gamification can be effectively integrated into lessons using the Kahoot application. The ease of using Kahoot is one of its greatest advantages. Students stated that gamification could be easily used in all fields and they reported that this method increased student studying before coming to class.<br>Incorporating a gamification method in the classroom effectively makes students more ambitious, leading them to study harder. The major disadvantages of the application were technical, primarily being the speed of the internet and freezing of smart phones. Teachers can organize lessons that include gamification methods in the learning environment without technology or internet problems and they can easily motivate students to participate by bringing a competitive feeling to the environment. The ability of the teacher to attract students’ attention is an important driver of student motivation. Student attention can be focused on different extracurricular activities using the Kahoot application. The incorporation of various gamification activities into lessons to help students concentrate on and adapt to lessons will motivate them.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-27 11:32:56 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315380006</guid>
      </item>
      <item>
         <title>Further study</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315382076</link>
         <description><![CDATA[<div>This study was conducted during the computing lesson in Preschool Teaching. It was observed that the study gamification method was embraced by students as presented by the teacher during the computing lesson. To better realize the effectiveness of gamification methods, activities for verbal lessons should also be prepared<br>and researched.<br>• As students typically need activity adaptation time, future studies should investigate the time required to adapt to these kinds of activities.<br>• Including gamification applications where students can reveal themselves will<br>allow students to become aware of their limitations and become more motivated in<br>the learning environment.<br>• The process of integrating gamification methods into traditional education will<br>have different effects on different audiences, including academics, school authorities, and students. Other studies of these groups should be investigated.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-09-27 11:34:37 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2315382076</guid>
      </item>
      <item>
         <title>Plump, C. M., &amp; LaRosa, J. (2017)</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322482144</link>
         <description><![CDATA[<div>Plump, C. M., &amp; LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. <em>Management Teaching Review</em>, <em>2</em>(2), 151-158.</div>]]></description>
         <enclosure url="https://www.researchgate.net/publication/313418401_Using_Kahoot_in_the_Classroom_to_Create_Engagement_and_Active_Learning_A_Game-Based_Technology_Solution_for_eLearning_Novices" />
         <pubDate>2022-10-02 09:23:56 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322482144</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322483760</link>
         <description><![CDATA[<div>During the 2015-2016 academic year we used Kahoot! with both undergraduate and graduate students in two different business courses. At the end of the courses, we collected student feedback to gauge student interest. As discussed below, there was nearly universal student support for Kahoot!<br>Student feedback on Kahoot! was collected using a questionnaire with a seven-point Likert scale.1 The questionnaire consisted of five questions. Questions 1 through 4 asked students to answer questions about their Kahoot! experience using the Likert scale. Question 5 was an open-ended question that allowed for individual responses. The student sample consisted of six classes at a northeastern university: five undergraduate business law classes (111 students) and one graduate global management class (28 students)—a combined total of 139 students.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 09:28:33 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322483760</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322483809</link>
         <description><![CDATA[<div>Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning tool that can easily be used to add vitality, student engagement, and meta-cognitive support to higher education classrooms with a limited instructor or student training required. The free online learning platform has gained wide acceptance globally with more than 30 million users worldwide, and it is based on current user-centered and behavioral design methodologies. Student responses and our experiences using Kahoot! in graduate and undergraduate classrooms indicate that students welcome the use of this game. The real-time feedback provides opportunities for professors in various disciplines to tailor their instruction based on student understanding on quizzes while the surveys allow for anonymous classroom participation, which further engages all students.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 09:28:42 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322483809</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322483996</link>
         <description><![CDATA[<div>Overall, utilizing Kahoot! was a positive experience that imbued our classes with activity and focus, and provided a way for all students, not just the extroverted students, to participate and contribute to the learning environment. Bergin &amp; Reilly (2005) reinforced our experience when stating that “the use of games to promote students’ learning has been done to capture students’ interest as all of us learn better when we are motivated” (p. 294). The immediate feedback demonstrating how many students got the right answer was invaluable. The results often contrasted with our impressions and assumptions about what the students knew and understood. It allowed us to provide additional clarification and explanation and to see learning trends in ways that traditional assessments do not. In addition, students often debated the correct answer and related their own interpretations. This allowed for more student input regarding the learning environment and more opportunities for us to discuss the nuances of certain issues. Finally, we even noticed that students asked more questions. The students seemed more comfortable asking questions when they could see other students got the wrong answer too.Clark and Mayer (2008) note that the benefits gained from the use of new technologies will depend on the extent to which they are used in ways compatible with the learning process.&nbsp; Utilizing Kahoot! helps to support student metacognition by providing immediate feedback. Kahoot! also offers the opportunity to not only assess students’ conceptual understandings but also support the construction of new knowledge and understanding through further explanation during or after the game. Raymer (2013) reinforces that engagement and learning go hand and that you cannot have one without the other</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 09:29:07 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322483996</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322484773</link>
         <description><![CDATA[<div>Games like Kahoot! are an excellent choice for teaching university students given the access to mobile devices, availability of Wi-Fi, and students’ affinity for computer games. Such eLearning tools add positive energy, support concept exploration, and add fun to the classroom,&nbsp;</div><div>which seems to translate into increased comprehension and motivation. Perhaps most significantly, the “gamification” of learning increases student engagement by appealing to all&nbsp;</div><div>students, even the most introverted, combining both a cooperative fast-paced learning environment and friendly competition (Kapp, 2012). Bergin &amp; Reilly (2005) conclude that to some academics, the entire games industry is considered to contain little scholarly merit. Games,&nbsp;</div><div>especially eLearning games, are sometimes not believed to be the result of serious work or worthy of attention. Our experience with Kahoot! reinforces that with some effort and a desire to engage students, this eLearning platform can provide an engaging environment that supports learning and adds active participation in the classroom.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 09:31:15 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322484773</guid>
      </item>
      <item>
         <title>Malone, T. W.</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322488560</link>
         <description><![CDATA[<div>Malone, T. W. (1980, September). What makes things fun to learn? Heuristics for designing instructional computer games. In <em>Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems</em> (pp. 162-169).</div>]]></description>
         <enclosure url="https://dl.acm.org/doi/pdf/10.1145/800088.802839" />
         <pubDate>2022-10-02 09:40:39 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322488560</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322489222</link>
         <description><![CDATA[<div>In this paper, I will describe my intuitions about what makes<br>computer games fun. More detailed descriptions of the<br>experiments and the theory on which this paper is based are<br>given by Malone (1980a, 1980b). My primary goal here is to<br>provide a set of heuristics or guidelines for designers of<br>instructional computer games. I have articulated and organized Common sense principles to spark the creativity of instructional designers (see Banet, 1979, fur an unstructured list of similar principles). To demonstrate the usefulness of these principles, I have included several applications to actual or proposed instructional games. Throughout the paper, I emphasize games with educational uses, but I focus on what makes the game fun, not what makes them educational.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 09:42:22 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322489222</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322507879</link>
         <description><![CDATA[<div>With the dramatically decreasing costs of computer technology, the spread of microcomputers in homes and classrooms appears almost inevitable. But it is up to us to see that these new educational applications use the unique capabilities of computers to make learning more efficient, more interesting, and enjoyable. I hope the ideas in this paper will point the way toward that goal.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 10:25:53 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322507879</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322513129</link>
         <description><![CDATA[<div>Challenge is hypothesized to depend on goals with uncertain outcomes. Several ways of making outcomes uncertain are discussed, including variable difficulty level, multiple level goals, hidden information, and randomness. Fantasy is claimed to have both cognitive and emotional advantages in designing instructional environments. A distinction is made between extrinsic fantasies that depend only weakly on the skill used in a game, and intrinsic fantasies that are intimately related to the use of the skill. Curiosity is separated into sensory and cognitive components, and it is suggested that cognitive curiosity can be aroused by making learners believe their knowledge structures are incomplete, inconsistent, or unparsimonious.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 10:38:32 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322513129</guid>
      </item>
      <item>
         <title>ümit YAPICI, İ., &amp; Karakoyun, F.</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322518035</link>
         <description><![CDATA[<div>ümit YAPICI, İ., &amp; Karakoyun, F. (2017). Gamification in biology teaching: A sample of Kahoot application. <em>Turkish Online Journal of Qualitative Inquiry</em>, <em>8</em>(4), 396-414.</div>]]></description>
         <enclosure url="https://dergipark.org.tr/en/download/article-file/357010" />
         <pubDate>2022-10-02 10:49:37 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322518035</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322518835</link>
         <description><![CDATA[<div>The aim of the study is to examine the views of preservice biology teachers about the use of Kahoot in biology teaching and the effect of Kahoot use on preservice biology teacher's<br>motivation levels. In the study, the mixed model was used. The study group included 15 sophomore pre-service teachers attending the Department of Biology Education in the Spring Term of 2015-2016. As the data collection tools, an interview form and the motivation scale were used in the study. According to the findings in the study, it could be stated that the preservice biology teachers’ motivation levels increased after the application process and that<br>they mostly reported positive opinions about the Kahoot applications. In addition, the preservice teachers said they wanted to use Kahoot in the future because it resulted in more enjoyable lessons, active participation, and more permanence. On the other hand, some preservice teachers stated that their failure in scoreboard during the application process was demoralizing and that the students’ insufficient technological skills might have affected the process negatively.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 10:51:52 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322518835</guid>
      </item>
      <item>
         <title>Methodology</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322522279</link>
         <description><![CDATA[<div>In the study, the mixed model was used. A mixed model is an approach involving the combined use of qualitative and quantitative methods, and the use of both qualitative and quantitative methods together allows an understanding of the research problem better when compared to the separate use of each method (Creswell &amp; Clark, 2007).&nbsp; The qualitative data obtained in the present study dominated the quantitative data. Therefore, the concurrent nested design was used in the study.&nbsp;<br>The qualitative data obtained in the present study dominated<br>the quantitative data. Therefore, the concurrent nested design was used in the study.&nbsp;<br>The participants were 15 preservice teachers at Ziya Gökalp Education Faculty of Dicle University.<br>The research data were collected with the Motivation Scale developed by Özerbaş (2003) and with an interview form including 5 open-ended questions. The purpose of the open-ended questions in the interview form was not just to determine preservice teachers’ views about the positive and negative aspects of Kahoot use in biology teaching but to ask for their related suggestions as well.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 10:59:40 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322522279</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322524332</link>
         <description><![CDATA[<div>The findings obtained in the study revealed a significant difference between the motivation scale pretest and posttest scores of the students in favor of the posttest. Depending on this, it could be stated that the preservice teachers’ levels of motivation increased after the application<br>process. This situation is supported by the students’ views as well. Similarly, in one doctorate thesis conducted by Rouse (2013) in the field of science education, the researcher examined the influence of gamification on students’ achievement and motivation in the course of<br>microbiology. In the study, the lessons were taught with the gamification approach in the experimental group. At the end of the research process, it was found that gamification had<br>a positive influence on the student's levels of achievement and motivation. In another study carried out by Lee and Hammer (2011), it was revealed that gamification had a positive influence on students since it allowed effective use of the learning process via mistakes and that it supported students in emotional and social aspects. In their study, the researchers also reported that gamification will allow overcoming such problems as lack of motivation and interest in lessons. In one other study conducted with 131 students in the control group and with 80 students in the experimental group, Domínguez, Saenz-de-Navarrete, de-Marcos, FernándezSanz, Pagés and Martínez-Herráiz (2013) examined the effects of a gamified education process<br>on students in cognitive, affective and social respects. The results of the study demonstrated that students taking part in the gamification process had high levels of intrinsic motivation and that they achieved better results in general.&nbsp;</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 11:04:44 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322524332</guid>
      </item>
      <item>
         <title>Conclusions</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322525766</link>
         <description><![CDATA[<div>In the present study, most of the biology preservice teachers did not report negative views about Kahoot applications at all. Only two preservice teachers reported that being at the bottom in the score list was demoralizing in the application process and that students’ lack of technological skills had negative reflections upon the process. Examining the results of experimental studies<br>reported in related literature, Hamari, Koivisto and Sarsa (2014) investigated whether gamification helped achieve the desired outcomes or not. Most studies conducted in the field<br>of education revealed positive results regarding motivation and active participation in the learning process. However, it was pointed out in these studies that there were several negative aspects to consider in relation to the increasing competitiveness and design-based features.<br>Also, in the study, it was pointed out that removing gamification from the environment would have negative reflections upon the learning environment. On the other hand, Glover (2013) reported that gamification helps overcome learners’ negative attitudes in the competitive<br>environment and encourages them to demonstrate more productive behaviors.<br>The biology preservice teachers participating in this study put forward suggestions regarding the use of Kahoot applications in biology teaching and stated that there should be more questions including visual elements and that all those participating in the application should be awarded.<br>In the present study, symbolic awards were given to successful students. According to Deterding and colleagues (2011), when players are successful, they feel pleased with external awards, yet the actual factor that encourages the player to be successful in the game is internal.<br>In the study, regarding how frequently Kahoot should be applied in lessons, most of the biology preservice teachers thought that it should be used at the end of every lesson. They believed that the application of Kahoot every week will be more effective in terms of permanency, reinforcement<br>, and feedback. In addition, the preservice teachers also reported that they thought of using Kahoot applications in the future since these applications increased permanency, made lessons more entertaining, and allowed active participation.<br>Innovative learning approaches and applications like gamification are increasingly mentioned in related literature. Experimental studies examining the effects of these applications, which are quite new to the literature, on the education process are few in number, yet most of these studies demonstrate that these learning approaches can meet the 21st-century students’ needs and demands and provide innovative solutions to current pedagogical problems (Deterding et.al, 2011; Zicherman &amp; Cunningham, 2011; Sarıtaş &amp; Yıldız, 2015).</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-02 11:08:22 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2322525766</guid>
      </item>
      <item>
         <title>Ignacio, J., &amp; Chen, H. C. (2020)</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702278</link>
         <description><![CDATA[<div>Ignacio, J., &amp; Chen, H. C. (2020). The use of web-based classroom gaming to facilitate cognitive integration in undergraduate nursing students: a mixed methods study. <em>Nurse Education in Practice</em>, <em>46</em>, 102820.</div>]]></description>
         <enclosure url="https://www.sciencedirect.com/science/article/abs/pii/S1471595318309612" />
         <pubDate>2022-10-08 04:36:43 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702278</guid>
      </item>
      <item>
         <title>Overview</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702645</link>
         <description><![CDATA[<div>The aim of this study was to determine the effectiveness of utilizing a web-based classroom gaming platform to facilitate the integration of knowledge taught in a theory-based and in a skills-based module, that is, cognitive integration. This is to prepare the students for clinical practice (Woods, 2007). By initiating a classroom game-based activity that directly linked the contents of these modules, it was anticipated that nursing students would be able to retain knowledge regarding common diseases (e.g., heart failure). The students were also expected to be able to apply this information in conducting physical assessment on patients.<br><br></div><div>To facilitate retention and integration of knowledge from the Pathophysiology and Comprehensive Health Assessment (CHA) modules, a web-based classroom gaming called Kahoot! was utilized (Plump and LaRosa, 2017). This educational platform aims to engage students and make the learning of scientific information fun and learner-centered (Strickland and Kaylor, 2016). It is similar to the clicker technology, however, it is more engaging due to its modern graphics and sound, as well as the scoring system it employs that stimulates friendly competition in class. The immediate feedback it provides has been noted to promote metacognition such that conceptual knowledge is not just evaluated, but an understanding of new knowledge is emphasized (Plump and LaRosa, 2017).<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-08 04:38:23 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702645</guid>
      </item>
      <item>
         <title>Methods</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702788</link>
         <description><![CDATA[<div>A sequential explanatory design mixed-methods study was conducted. A randomized controlled design study, with knowledge and simulation performance as outcome measures, was conducted. This was followed by focus group discussions.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-08 04:38:59 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702788</guid>
      </item>
      <item>
         <title>Findings</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702867</link>
         <description><![CDATA[<div>There is a significant improvement in pre- and post-test scores (t=-4.47). However, there was no statistically significant difference between the pre-test scores (t=1.50) of the intervention group and those of the control group. Similarly, the post-test scores of these groups were also not significantly different statistically (t=-0.15). Skills assessment results also showed no difference between the scores of those in the intervention group and of those in the control group (t=1.19). Themes generated were: <em>useful for revision</em>, <em>linking of concepts</em>, and <em>gaming as a challenge</em>.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-08 04:39:20 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702867</guid>
      </item>
      <item>
         <title>Conclusion</title>
         <author>petermcloughlin</author>
         <link>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702988</link>
         <description><![CDATA[<div>The use of classroom gaming to facilitate the integration of knowledge based on knowledge and performance tests did not yield positive results. However, focus group interviews demonstrated that the study’s participants perceived strategy to be helpful in their learning.</div>]]></description>
         <enclosure url="" />
         <pubDate>2022-10-08 04:39:50 UTC</pubDate>
         <guid>https://padlet.com/petermcloughlin/l2dz4xiwuylaz9d2/wish/2331702988</guid>
      </item>
   </channel>
</rss>
