Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

The Impact of Gamification Tools on Reading Comprehension Skills

A Comparative Study of Kahoot! Quzizz and Baamboozle of English Language Learners

Bibliographic Data

ID22255197
AuthorsHiba Qureshi (Mehran University of Engineering and Technology), Sahib Khatoon (0000-0003-0301-8188, Mehran University of Engineering and Technology)
Year2023
Volume7
Issue4
Publication date2023-12-31
Open AccessYes
TypeARTICLE
VenuePAKISTAN LANGUAGES AND HUMANITIES REVIEW (JOURNAL)
Journal identifiersISSN: 2708-6453 • E-ISSN: 2708-6461
PublisherPakistan Social Sciences Research Institute (PSSRI) (PUBLISHER)
DOI10.47205/plhr.2023(7-iv)16
OpenAlexW4389321483
LanguageEN
References cited3

Gamification tools are being utilized more frequently in education to improve learning results and student engagement. This study looked into how well students' reading comprehension skills may be improved using gamification technologies like Kahoot, Quizizz, and Bamboozle. A mixed-methods technique was used in the study to collect quantitative data from a survey of 200 students and qualitative data from semi-structured interviews with 10 students. The quantitative results showed that students had favorable sentiments regarding gamification technologies and believed they were useful for improving their reading comprehension abilities. The qualitative research results provide light on the precise methods by which gamification technologies aid in improving reading comprehension, such as by boosting engagement, offering quick feedback, and fostering a positive learning environment. The study's findings suggest that gamification software holds promise for enhancing pupils' reading comprehension abilities. The best ways to use gamification tools in the classroom must be identified, and their long-term effects on student learning must be assessed, through additional research

Comprehension · Linguistics · Mathematics education · Multimedia · Pedagogy · Qualitative property · Qualitative research · Quantitative Research · Reading comprehension · Reading motivation · Student engagement · Computer Science · Educational Games and Gamification · Educational Methods and Media Use · Psychology · Technology-Enhanced Education Studies

  • Student as Teacher – Alternative Revision Method via Quizizz App

    Open Access•AMIRUL MUKMININ MOHAMAD•MALIM JURNAL PENGAJIAN UMUM ASIA…•2020

  • ICT and Language Learning

    Open Access•Marie-Madeleine Kenning, Marie‐Madeleine Kenning•ICT and Language Learning•2007

Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae