Investigating the Acceptance of Kahoot! for Warm-up Activities: A Case Study in Higher Education in Vietnam
Investigating the Acceptance of Kahoot! for Warm-up Activities: A Case Study in Higher Education in Vietnam
Author(s): Anh Tuan Pham, Toan Bao NguyenSubject(s): Education and training, Higher Education
Published by: UIKTEN - Association for Information Communication Technology Education and Science
Keywords: Gamification; Kahoot; warm-up activities, EFL; higher education
Summary/Abstract: Gamification has been applied in language education by many educators all over the world. Kahoot!, known as a gamified learning platform, has a positive effect on English language education when it is utilized as a useful teaching tool in educational institutions. Despite multiple attempts to assess this gamified tool, not much research has concentrated on how well Vietnamese students accept the use of Kahoot! for warm-up activities. Employing a 22-item questionnaire using a five-point Likert scale and a semi-structured interview with the participants of 175 university students, the study aims to explore students' acceptance of using Kahoot! for warm-up activities. The survey questionnaire was created using the technology acceptance model (TAM) as the fundamental framework to investigate students' acceptance of using Kahoot! for warm-up activities. Results indicate that participating students highly appreciated and were satisfied with the use of Kahoot! for warm-up activities because of its pedagogical benefits. It is to suggest practical implications for language educators in using Kahoot! for warm-up activities in different educational settings.
Journal: TEM Journal
- Issue Year: 13/2024
- Issue No: 1
- Page Range: 277-285
- Page Count: 9
- Language: English