The playful platform Kahoot in English vocabulary learning
Main Article Content
Abstract
The main objective of this study was to propose the implementation of the Kahoot platform in the teaching of English vocabulary in the Level II of the Electronic Engineering in Control and Industrial Networks Career; by considering the effectiveness of the aforementioned technological tool and the main difficulties students present when learning English vocabulary. The approach was qualitative-quantitative, since both descriptive and inferential results were examined. The design was quasi-experimental, of documentary type and within the procedures four scenarios were considered; design of the measuring instruments, pretest and posttest; reliability and validity of the instruments; data collection; and results analysis and interpretation. For the sample 48 students of Level II of English were selected. During the intervention three Kahoot activities were implemented, cloze activity, quiz, and word order. From the tests applied at the beginning and at the end of the intervention, it was observed that the average of the Pre-test was 4.30 / 10 while in the Post-test the score was 7.45 / 10. The research allows us to conclude that students were not motivated to learn vocabulary because the classes were monotonous and printed dictionaries were used, hence the importance of introducing technology in the classroom. It was also observed that the activities offered by the Kahoot platform are effective, not only because there was an increase of 3.15 points in the academic performance of the students who participated in this study; but they also boosted the level of creativity and collaborative work of the students.
Downloads
Article Details
References
Gallegos, J. (2015). Kahoot, la mejor manera de aprender jugando. IDEA.
Heraldo, C., & Jansson, L. (2011). Matices en Lenguas Extranjeras. UNAL, 1-37.
Mansur, M., & Fadhilawati, D. (2019). Applying Kahoot to Improve the Senior High School Students’ Vocabulary Achievement. Voices of English Language Education Society, 164-173.
Martínez, G. (2017). Tecnologías y nuevas tendencias de educación: aprender jugando. Opción.
Mendoza, J. (27 de septiembre de 2018). LearnSafe. Obtenido de https://learnsafe.com/using-kahoot-in-the-classroom/
Montaner, S. (2018). The use of KAHOOT in the EFL classroom within the CLIL approach. ResearchGate.
Muñoz, A. (21 de enero de 2014). Wiki Estudiantes. Obtenido de https://www.wikiestudiantes.org/por-que-es-importante-el-vocabulario-en-una-lengua-extranjera/
Pedró, F. (2015). La tecnología y la Transformación de la Educación. Perú: Santillana S.A.
Restrepo, L. (15 de enero de 2016). Investigación Documental. Obtenido de http://aprendeenlinea.udea.edu.co/lms/moodle/file.php/658/Glosario_Invest_Documental_final_-_Lina_Rpo.pdf
Rojas, M. (2015). Tipos de Investigación Científica. REDVET, 14. Romero, S. (2016). Didáctica de la lengua inglesa en educación primaria. Soria: Universidad de Valladolid. Susilo, N. (2019). Kahoot Apps in English Language Teaching (ELT) Context: An alternative Learning Strategy. ELSYA, 11-15. Travieso, N. (5 de mayo de 2017). Los resultados científicos en las investigaciones. Obtenido de http://scielo.sld.cu/pdf/san/v21n5/san16215.pdf Universidad Central del Ecuador. (13 de enero de 2015). Metodología de la Investigación. Obtenido de https://es.slideshare.net/juliolara7/capitulo-iii-metodologia-de-investigacin-ejemplo-pdf Villasante, M. (21 de abril de 2017). EFE: Escuela. Obtenido de http://www.efeescuela.es/noticias/los-robots-tambien-ayudan-aprender-ingles/.