Abstract

ABSTRACT
 This paper aim to review some theories and previous studies on the application of game-based learning platform to improve students’ engagement in learning English. Learning English is crucial and is not negotiable in an Industry 4.0 era to communicate and to collaborate globally. In fact, not a few students find it difficult and lack of enthusiasm in learning English. One of the major problems is the teaching method which is less interesting and tends to be boring. Therefore, one of the solutions to resolve this problem is through the implementation of gamification. One of the most well-known employed gamification tools is Kahoot. Kahoot is one of the most used application to impove students’ engagement in learning English. Kahoot is a free game-based learning platform that can be used by teachers and students. Hence, this paper will describe at first the challenges in teaching English language in digital era. Further, it discusses the theory of gamification in education, advantages of gamification, the description of Kahoot, advantages of using Kahoot and how to apply Kahoot in English classroom. Some previous research highlighting the effect of using Kahoot on the students’ engagement in learning English is the main point covered next. The last part of this paper will present conclusion and pedagogical implication as a closing note.
 Keywords : gamification, Kahoot, students’ engagement

Highlights

  • Information Communication and Technology (ICT) in the Industrial Era 4.0 has become a fundamental necessity in supporting the effectiveness and quality of the education process

  • Games are known to develop in terms of engagement.As a new learning method, gamification is better than the other learning methods

  • One of the types in gamification method is Kahoot application. In this Industrial Era 4.0, Kahoot become an alternative choice as a suitable learning medium applied especially in English classroom

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Summary

INTRODUCTION

Information Communication and Technology (ICT) in the Industrial Era 4.0 has become a fundamental necessity in supporting the effectiveness and quality of the education process. Gamification has an important role especially to attract students' attention It is like with Solanki and Phil (2012) who point out that the choices presented by the technology vary considerably as well as making teaching more attractive and more productive in terms of refinement. It can be concluded that gamification can be a promisingmethod in the digital era to attract students in the English learning process.Students will be easier to learn and capture what teachers convey with new and fun media. This proves that the game-base technology is like Kahoot! This proves that the game-base technology is like Kahoot! Must be carried out in class from time to time to involve students in class participation

ENGLISH TEACHINGANDLEARNINGIN THEDIGITAL ERA
GAMIFICATION IN EDUCATION ENVIRONMENT
ADVANTAGES OF GAMIFICATION IN TEACHING AND LEARNING
ADVANTAGES OF KAHOOT
RESEARCH ON EFFECTS OF USING KAHOOT
Findings
CONCLUSION AND RECOMMENDATION
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