Abstract: This study aims to explore students' perceptions of utilizing Kahoot! to learn a language in the EFL classroom. Data were gathered through interviews with six students from one of Tasikmalaya's high schools. In this study, a qualitative design by using a descriptive case study was used, and the data were dissected utilizing thematic analysis (Braun & Clarke, 2006). The findings re vealed that students' perceptions of utilizing Kahoot in the classroom were positive, towards students agreeing that the utilization of Kahoot in the classroom encouraged them to learn in a fun way rather than by sticking to the books. In addition, Kahoot could be a beneficial and remarkable tool that permitted the student to make classroom situations to be more interesting or to motivate and encourage students’ learning, it is also a platform relating to competition style in learning helped the students in sharpening their brain, improving their response time, and enabling them to learn topics that were difficult to understand. As a result, Digital Games-Based Learning by using Kahoot! is one of the innovations in learning a language in the EFL Classroom..
Dergi Türü : Uluslararası
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