Abstract

This study reviews literature on using Kahootgame-based learning to motivate second language learners to learn English. In this ultramodern era, learning style is more oriented and given priority according to present growth in the field of Malaysian education. Furthermore, many studies have proven that Kahootgame-based learning had motivated ESL students to participate actively and effectively in learning. This review determines to investigate whether using Kahoot, digital learning has any effect on primary students’ motivation and participation in acquisition of English language. This study will be conducted both quantitatively and qualitatively involving 2 classes of year 5 consist of 60 pupils whose English language proficiency is at intermediate level. The experimental group will be exposed to weekly Kahoot sessions over a time frame, in contrast the control group will be taught with the conservative approach. At the end of the sessions, data will be collected via pre-tests, post-tests, interview along with questionnaires on students’ motivation towards gamified learning which later will be analysed descriptively. The study hopes to provide insights for better implementation of game-based technologies in English language classroom curriculum.

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