The Impact of Gamification Tools on Reading Comprehension Skills
A Comparative Study of Kahoot! Quzizz and Baamboozle of English Language Learners
Bibliographic Data
| ID | 22255197 |
|---|---|
| Authors | Hiba Qureshi (Mehran University of Engineering and Technology), Sahib Khatoon (0000-0003-0301-8188, Mehran University of Engineering and Technology) |
| Year | 2023 |
| Volume | 7 |
| Issue | 4 |
| Publication date | 2023-12-31 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | PAKISTAN LANGUAGES AND HUMANITIES REVIEW (JOURNAL) |
| Journal identifiers | ISSN: 2708-6453 • E-ISSN: 2708-6461 |
| Publisher | Pakistan Social Sciences Research Institute (PSSRI) (PUBLISHER) |
| DOI | 10.47205/plhr.2023(7-iv)16 |
| OpenAlex | W4389321483 |
| Language | EN |
| References cited | 3 |
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
| Highly cited | No |
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