Blended Learning through Games for Motivation in Undergraduate EFL Classroom

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Thisana Satharatthana

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The objectives of this research were: 1) to study the effectiveness of the Kahoot game in blended learning and 2) to study the satisfaction of using the Kahoot game in blended learning. The sample group included 30 first-year students at Rajamangala University of Technology Lanna, Chiang Rai who enrolled in English for Life Skills subject in the second semester of the academic year 2020. The research instruments were pre-and post-study exams and satisfaction questionnaires. The data were analyzed statistically using mean, standard deviation, and the t-test. The teaching and learning activities are based on the 3P teaching method (PPP), i.e., presentation, practice, and production. The activity occurred for 1 hour each week, 6 times in total. The sample group completed the pre-test in the first week, was introduced to the Kahoot application, then took the post-test, and finished the Kahoot game learning satisfaction questionnaire in the last week. The study found that the Kahoot game was effective for motivation through blended learning in the undergraduate EFL classroom at 0.05 statistically significant (df = 29, t= 20.24, p=0.00). The students had high satisfaction (4.70) with using the Kahoot game in blended learning.

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