Hewavidana, Deshan (2021) Wordwall vs Kahoot: The game-based learning battle. InForm: a journal for international foundation programme professionals, (20). pp. 46-49. (Access to this publication is currently restricted. You may be able to access a copy if URLs are provided) (KAR id:102739)
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Abstract
According to Icard (2014) and Perrotta et al. (2013), game-based learning,the concept of using games to support teaching and learning, has been growing in importance within education. One reason is due to its impacton soft skills and motivation, consistent with De Grove et al. (2012) and Prensky (2003). My interest has been inspired by usage of online games in my lessons to raise student engagement, specifically Kahoot and Wordwall. Kahoot is a free game-based student response system where learners use available technology to respond to multiple choice questions from the educator, whilst Wordwall (2018) is a similar website that has the aim of providing interactive activities that educators can customise in order to ‘create better lessons quickly’ (Wang, 2015). The purpose of this study was to investigate the implications of game-based learning on student achievement for a group of international foundation students at the University of Bristol.
Item Type: | Article |
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Subjects: | H Social Sciences |
Divisions: | Divisions > Kent Business School - Division > Department of Marketing, Entrepreneurship and International Business |
Funders: | University of Bristol (https://ror.org/0524sp257) |
Depositing User: | Deshan Hewavidana |
Date Deposited: | 08 Sep 2023 11:00 UTC |
Last Modified: | 13 Mar 2024 09:39 UTC |
Resource URI: | https://kar.kent.ac.uk/id/eprint/102739 (The current URI for this page, for reference purposes) |
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