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E-ISSN : 2249 - 4642 | P-ISSN: 2454 - 4671

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Abstract

INVESTIGATING IRAQI EFL LEARNERS ATTITUDES TOWARD USING DIGITAL KAHOOT GAMES AND ITS IMPACT ON CREATING ACTIVE LEARNING

Asst instructor Zinah Majeed Hameed

Volume: 10 Issue: 2 2020

Abstract:

Kahoot is a set of questions on certain topics. The questions are prepared by teachers and students, by users in society and by business people. The questions are asked to a large number of people in the society, who are the ‘players’. They are asked in real time, and they lead to the creation of a fun and learn environment. All the participants are part of the game. This study aims at Investigating Iraqi EFL Learners' Attitudes toward Using Digital Kahoot games and the impact of its use on the learning environment. The study is restricted to third– year college learners of the English language in Misan Governorate during the second term of the academic year 2018–2019. In all, 40 students, both male and female participated in the study. A questionnaire was administered to the participants and the conclusion is based on their responses to the questions. The obtained results indicate the weighted mean 90% as items that gain low effectiveness from advance learners. Consequently, four items gained most positive effectiveness, that is 100%

DOI: http://doi.org/10.37648/ijrssh.v10i02.011

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