Research on Application of the Game-based Student Response System in EFL Classrooms

ISSN:3029-2301

EISSN:3029-2328

语言:英文

作者
Chiheng Xie
文章摘要
Game-based Student Response Systems(GSRS)such as Kahoot!,Quizizz,and Padlet have become increasingly popular in English as a Foreign Language(EFL)classrooms.This current study critically reviews recent empirical research on the application of GSRS in EFL contexts,which focuses on their impact on learner engagement,motivation,and language learning outcomes.Recent studies suggest the advantages of applying GSRS tools in EFL classrooms include enhancing students'participation,fostering collaborating learning and improving short-term vocabulary retention.Nevertheless,challenges remain in terms of technical limitations in classrooms,over-gamification,and limited evidence for long-term language proficiency improvement.
文章关键词
Game-based Student Response System; EFL classrooms; learner motivation
参考文献
[1] Alawadhi A.,Abu-Ayyash E.A.S.(2021)Students’Perceptions of Kahoot!:An Exploratory Mixed-Method Study in EFL Undergraduate Classrooms in the UAE[J].Education and Information Technologies,26,3629–3658. [2] Bueno-Alastuey M.C.,Nemeth K.(2022)Quizlet and Podcasts:Effects on Vocabulary Acquisition[J].Computer Assisted Language Learning,35(5),763–781. [3] Chen Y.M.(2022)Understanding Foreign Language Learners’Perceptions of Teachers’Practice with Educational Technology with Specific Reference to Kahoot!and Padlet:A Case from China[J].Education and Information Technologies,27(7),9501–9524. [4] Deci E.L.,Ryan R.M.(1985)Intrinsic Motivation and Self-Determination in Human Behavior[M].Berlin:Springer Science&Business Media. [5] Ebadi S.,Rasouli R.,Mohamadi M.(2023)Exploring EFL Learners ’ Perspectives on Using Kahoot as a Game-Based Student Response System[J].Interactive Learning Environments,31(4),504–518. [6] Gee J.P.(2003)What Video Games Have to Teach Us about Learning and Literacy[M].New York:Palgrave Macmillan. [7] Jiang Y.,Chen Y.,Lu J.,Wang Y.(2021)The Effect of the Online and Offline Blended Teaching Mode on English as a Foreign Language Learners’Listening Performance in a Chinese Context[J].Frontiers in Psychology,12,742742. [8] Mays B.R.,Yeh H.C.,Chen N.S.(2020)The Effects of Using Audience Response Systems Incorporating Student-Generated Questions on EFL Students ’ Reading Comprehension[J].The Asia-Pacific Education Researcher,29(3),201–210. [9] Muqaibal M.H.,Kasprowicz R.(2023)Evaluating the Impact of Spaced Practice Using Computer-Assisted Language Learning(CALL)on Vocabulary Learning in the Classroom[J].Language Teaching Research,27(4),998 –1024. [10] Papastergiou M.(2009)Digital Game-Based Learning in High School Computer Science Education:Impact on Educational Effectiveness and Student Motivation[J].Computers&Education,52(1),1–12. [11] Ranieri M.,Raffaghelli J.E.,Bruni I.(2018)Game-Based Student Response System:Revisiting Its Potentials and Criticalities in Large-Size Classes[J].Active Learning in Higher Education,1(14). [12] Wang A.I.(2015)The Wear-Out Effect of a Game-Based Student Response System[J].Computers&Education, 82,217–227.
Full Text:
DOI