Wordwall vs kahoot
It is very important that students mentioned that their level of motivation and confidence increased and they felt much more secure and safe. Only 6% of students wrote in the descriptive questions that they did not build confidence and their level of interest in English learning remained low during the training sessions.
The obtained data revealed that using gamified training sessions was mostly successful in enhancing students’ motivation in learning English and the majority of students revealed positive attitudes to using games in language learning. The participants were required to answer all the items of the questionnaires, giving their own perceptions about 1) their experience of learning English and 2) their attitudes toward using games in learning English to boost their learning motivation. The design of this study was quantitative in nature that employed two questionnaires as a measuring instrument. The study was conducted to 112 freshmen of the National University of Life and Environmental Sciences of Ukraine. In this article, we examined how gamified method of teaching ESL may affect the attitude of university students towards the language and their level of motivation. Using games in ESL classroom is one of such methods supplementing the teaching-learning process. For the past twenty years, teaching methods have been developed to enhance the students’ motivation with the purpose of improving their language skills. Motivation is one of the vital factors in learning a language, the feelings and excitement offered by extra enthusiasm for students to learn a second language in a better way. In a classroom context, Kahoot has high potential in supporting and enhancing teaching and learning for both teacher and pupils with its outstanding features, especially during the pandemic period. The findings show that most of the respondents coincided that the application of Kahoot enables them to learn English in a fun way, increase their English knowledge, capable to do the sharing of English knowledge to other people and increase their motivation and engagement during this pandemic period. There are 20 Year 4 pupils participated and responded to the questionnaire, while three of them and an English teacher responded to the interview. The research employed mixed method approach whereby semi-structured interviews and survey questionnaire used as data instruments. Thus, a research conducted to investigate the usability of Kahoot as a formative assessment tool in ESL primary classroom during Covid 19 Movement Control Order period. Kahoot is one of the digital learning platforms that mostly used by higher institutions students to assess their learning.
The existence of various digital learning platforms online enables the teachers nowadays to implement them in teaching and learning as well as testing and evaluation. The rapid development of technology has influenced the current system of education.