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Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
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Anne-Marie Sénécal; Walcir Cardoso; Vanessa Mezzaluna – Computer Assisted Language Learning, 2024
Clickers are hand-held devices that wirelessly transmit student input to a computer: students answer multiple-choice questions using their clickers and the answer distribution is displayed on a screen. Previous studies suggest that the pedagogical use of these devices may contribute to learning and that they are positively perceived by students in…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Audience Response Systems
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Pérez-Segura, José Jaime; Sánchez Ruiz, Raquel; González-Calero, José Antonio; Cózar-Gutiérrez, Ramón – Computer Assisted Language Learning, 2022
The present study firstly assesses how students can develop and improve the skills of listening and reading through personalized feedback. Secondly, it evaluates the motivational effects of the use of Audience Response Systems (ARS) in English lessons in comparison with the lessons where these electronic devices are not used. In three sessions, 68…
Descriptors: Feedback (Response), Individualized Instruction, Listening Skills, Reading Skills