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Record W4307866648 · doi:10.5430/wjel.v12n7p18

The Impact of Gamification “Kahoot App” in Teaching English for Academic Purposes

2022· article· en· W4307866648 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

venuePublished in a venue whose home country is Canada.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueWorld Journal of English Language · 2022
Typearticle
Languageen
FieldSocial Sciences
TopicTechnology-Enhanced Education Studies
Canadian institutionsnot available
Fundersnot available
KeywordsVocabularyTest (biology)Mathematics educationControl (management)English languageEnglish as a foreign languageScale (ratio)Foreign languagePsychologySignificant differenceVocabulary learningComputer scienceMotivation to learnAcademic yearPositive attitudeLinguisticsMathematicsArtificial intelligenceSocial psychology

Abstract

fetched live from OpenAlex

Incorporating gamification into foreign language learning is a successful and effective strategy for improving learners' level of language skills and helping them to master communication with others. This study aimed to determine the impact of Kahoot, a gamification-based technological application, on English language vocabulary for academic purposes and motivation. Thus, 60 students were selected from among the university students enrolled in the English Language for Academic Purposes course. These students were randomly split into two equal classes: the control and experimental groups. English vocabulary Test was given to both groups following a pre-test, with the experimental group receiving Kahoot instruction while the control group received traditional instruction. The teaching continued for ten weeks, after which the students were tested with a post-test on the same vocabulary learned. Moreover, a motivation scale was used to identify the effect of Kahoot in enhancing the students' motivation toward learning English for academic purposes. The results showed positive results on the extent of the positive impact (of the Kahoot learning tool based on gamification) in learning English vocabulary for academic purposes and motivation.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.003
metaresearch head score (Gemma)0.010
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMetaresearch
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.254
Threshold uncertainty score0.998

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0030.010
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0010.000
Scholarly communication0.0000.000
Open science0.0010.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.019
GPT teacher head0.370
Teacher spread0.351 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it