scholarly journals Online Game-Based Learning Usıng Kahoot to Enhance Pre-Universıty Students Active Learning: A Students Perception in Biology Classroom

2021 ◽  
Vol 18 (1) ◽  
pp. 145-160
Author(s):  
Ishak Nor Asniza ◽  
Md Osman Siti Zuraidah ◽  
Abdul Rahman Md Baharuddin ◽  
Zainal Muhammad Zuhair ◽  
Yakob Nooraida
2017 ◽  
Vol 7 (3) ◽  
pp. 29
Author(s):  
Isao Miyaji

This paper deals with the class where university students recommended books they are interested in by means of PowerPoint slides. In this course, they were required to create PowerPoint slides to introduce books by inserting animations and narrations. It applied active learning in combination with evaluation and revision activities to enhance their computer skills, to raise awareness towards various types of skills necessary for problem solving and to nurture active thinking. It particularly aims not only to acquire PowerPoint skills but also to develop their skills in expression, project planning and suggestion. This paper informs of the content of the course, proves change of awareness, and reports characteristics of student groups by classifying students according to principal components in rating scale values of awareness.


Author(s):  
Назым Кайрат

This article discusses the benefits of using game-based learning. The purpose of the article: to provide a method that would make it easier for students to understand and accept the new topics at school and to remember the learned materials for a long time.Increasing the interest and activity of schoolchildren is an important part of the learning process. Motivating students is one of the biggest challenges for teachers. It is quite possible that the use of traditional teaching methods alone will cause indifference in students. Therefore, it is better to use active learning methods so that the lesson is not boring. In this regard, the use of game-based learning technology can increase the motivation of students to learn.Based on the research materials, it can be concluded that the game-based learning method facilitates students' learning and motivates students, allows them to work with classmates, i.e. increases the ability to work in groups, helps to overcome indifference to mathematics, creates a fun learning environment.


2021 ◽  
Vol 13 (1) ◽  
pp. 16-31
Author(s):  
Helmi Kamal

Online game is suggested as a medium that can encourage learners' acquisition of Arabic vocabulary. This research aimed to find out the learners’ vocabulary achievement before applying online game to the learners and to describe the usage of online game in improving learners’ vocabulary achievement effectively. This research used Classroom Action Research. There were 30 learners involved. Teaching processes consisted of two-cycle. Interviews, observation, tests, and documentation were the instruments of this research. The results of the tests were analyzed by using SPSS 20; the results of the interview and observation were analyzed qualitatively. The author found that online game improves learners’ vocabulary. The average score in cycle I was better than the average score in cycle II. The Pretest results in cycle I showed the greatest score obtained by the learners was 76. While in the Post test of the cycle I, the greatest score obtained by the learner was 90. Whereas in cycle II, the greatest score obtained by the learners was 100. Based on the observation, the learners were more excited on studying and focus on finishing their task; the learners could understand well the subject was given, and the learners were more enthusiastic in memorizing vocabulary. The author had successfully provided a new experience for learners who always learn conventionally by involving into the appealing and interactive online game-based learning atmosphere. The author hoped this research could be guidance for the effectuality of the next Arabic language learning through the online game in the class.


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