Summary of Journal 6
KAHOOT IT
OR NOT?
CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?
by Ewa Zarzycka-Piskorz
Pedagogical University of Cracow
Gamification is
not a very new concept. It is the
use of game elements and game design
techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation.
More
and more learning games emerge and bring a promise to
help to learn a language. There are certain game elements that could be used in non-game contexts to
trigger effective player
engagement as well as persistence and motivation to win/learn.
This study examines the influence of specific game elements onto players, presents the motivational aspects of game involvement, and investigates what game elements could be
responsible for increasing motivation to participate and engage in
a grammar learning game. All of these are investigated
on the example of a Kahoot.it online game, which was used with the General English language course students attending the classes in The Modern Languages Centre at the Pedagogical University, Cracow, Poland. Therefore, the
research questions were 1) Why are students trying to learn what is relevant to them using gamification
tools? And 2) What makes them want to play a learning game?
The first significant finding
from this immediate evaluation is the grammar learning effectiveness, which is graded very
high (90%). This shows that even though the content may be difficult, the students seem to be open and eager to learn through the
use of an online game.
As the second part of the research was based on delayed feedback, it allowed to measure different things: familiarity with language games, motivating reasons
to play, and the role
of the fun component.
It
shows clearly that students are not familiar with online class games, and that they would approve of their use more in the future.
This finding suggests that using Kahoot or
any game in class would be welcome. One
may
wonder
if
this is because of the lack of methodological
variety, work overload,
constant presence of games in their lives, the need for strong stimuli or the desire to
have fun rather than monotonous
hard work.
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