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Autor/inChiraz, Anane
TitelThe Use of Gamification and Digital Activities in a Foreign Language Online Class
Quelle(2022), (13 Seiten)
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ZusatzinformationORCID (Chiraz, Anane)
Spracheenglisch
Dokumenttypgedruckt; online; Monographie
SchlagwörterSecond Language Learning; Second Language Instruction; COVID-19; Pandemics; Online Courses; Educational Change; French; Educational Games; Learning Motivation; Teaching Methods; Student Attitudes; Elective Courses; Undergraduate Students; Introductory Courses; Learning Management Systems; Game Based Learning; Computer Games
AbstractSince the COVID-19 Pandemic and the developing of online teaching, it was important to find some alternative teaching solutions to keep the learners motivated and focused on their learning processes. In this purpose, gamification, mainly "Kahoot," as well as some digital activities were introduced in my French as a foreign language course. The aim of this study is to examine the students' attitude and perception regarding the use of "Kahoot" and digital activities. This study is undertaken in a French language elective course at the university. 160 beginner students are enrolled. The study implements a survey approach that regroups quantitative and qualitative data collected from a 24-question-questionnaire. The results show that a big portion of the respondents like using "Kahoot" as it brings fun, challenge and motivation to the class. The digital activities are appreciated as well as they permit to the students to have more practice. [For the complete proceedings, see ED631021.] (As Provided).
AnmerkungenInternational Society for Technology, Education, and Science. 944 Maysey Drive, San Antonio, TX 78227. Tel: 515-294-1075; Fax: 515-294-1003; email: istesoffice@gmail.com; Web site: http://www.istes.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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