ENHANCING STUDENTS' ONLINE CLASSROOM LEARNING AND PARTICIPATION THROUGH THE USE OF KAHOOT!
Keywords:
Students’ participation, Students’ learning, Educational games, Kahoot!, Online classroomAbstract
This review of related literature in the use of Kahoot! application aims to shed light on the significance of incorporating this application into online classroom instruction to improve students' learning and engagement during the lessons. It can be assumed that the incorporation of effective teaching materials is one of the major influences on student learning and classroom participation. Nevertheless, given the apex of 21st-century learning, it is difficult for teachers to devise instructional tools that can captivate modern students. Consequently, the existence of educational games such as Kahoot! is useful for teachers who wish to infuse some fun and interactive elements into their lessons, which could ultimately improve students' learning and involvement in online classrooms. This study also emphasises the drawbacks of using this application. Based on the review, it is clear that using educational games like Kahoot! is an excellent method for teachers to use to help improve their students' learning and involvement in online classes. The association between educational games, student learning, and involvement in online classrooms has been greatly justified by this research.
Downloads
Published
Issue
Section
License
Journal of Engineering Technology (JET) is an open-access journal that follows the Creative Commons Attribution-Non-commercial 4.0 International License (CC BY-NC 4.0)



