UPSI Digital Repository (UDRep)
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Abstract : Universiti Pendidikan Sultan Idris |
Blended learning allows one to approach a complex problem with reason, it creates ample opportunities for learners and educators to communicate at different levels. Learners become motivated and hence productive. A form of blended learning that makes use of gamification is Kahoot! Educators and learners are easily able to comprehend this software as it is similar to that of computer games whereby the focus is on education. The study was carried out brings forth a few positive as well as negative implications of Kahoot! in a classroom. Kahoot! was carried out on a class of 22 first year diploma students and personal interviews were carried out. The major finds were that 100% of the students expressed interest in Kahoot! as a learning tool. The idea of using gamification to teach a theoritical subject was well received by the the students. They were self motivated to attain and maintain their scores. The scoreboard ensures that they keep track and work at improving their scores which differes from the conventional methods of assessments. Kahoot! adds vivacity, encourages student involment, and provides intelectual supporrt to higher education classrooms in which limited instructor or student training is required. On the downside, the students were extremely frustrated due to ineffectiveness of the gamification method due to technical glitches such as the speed of the Internet connection. The study made a significant contribution in promoting Education 4.0 and encouraging lecturers to be technologically advanced As per theory and research, blended learning is encapsulated as the combination of the positive effects of traditional teaching and teaching done through technology and both practices actually complete each other. |
References |
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