Gamification of EFL classroom in a healthcare education context in Indonesia: Kahoot!

Faisal Rahman, Rizky Hidayatullah, Nur Rahmadani

Abstract


Digital technology plays a pivotal role in English teaching and learning, one of the ways to integrate digital technology into English teaching and learning is gamification through Kahoot!. Kahoot! is an online platform which provides quizzes that can be implemented in the English classroom to assess students’ language learning acquisition. In this research, the teacher implemented Kahoot! in several meetings. This research aims to explore the utilization of Kahoot! in English Language classrooms in a healthcare education context in Indonesia and students’ perception of its impact on their learning engagement. This research is an explorative study to elaborate on how Kahoot! was implemented in an EFL classroom and survey by distributing a questionnaire to 30 pharmacy students who had joined English classes. The result of this research indicated that Kahoot! is suitable to implement in an English language learning classroom in the context of healthcare education in Indonesia because it is easy to use, fun, interesting and enjoyable. The majority students’ enjoyed playing Kahoot! in English learning because they believe that it makes the teaching and learning process more interactive, they can compete with others and they can master their knowledge and English language mastery.


Keywords


Kahoot!, Digital Technology, EFL Classroom, Language Acquisition

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References


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Proceedings of International Conference on English Language Teaching (INACELT) is published by Institut Agama Islam Negeri (IAIN) Palangka Raya Indonesia in collaboration with Journal on English as a Foreign Language.

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