RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      KCI등재

      Examining Korean EFL Learners’ Reactions Using Audience Response Systems in Vocabulary Learning = Examining Korean EFL Learners’ Reactions Using Audience Response Systems in Vocabulary Learning

      한글로보기

      https://www.riss.kr/link?id=A107971482

      • 0

        상세조회
      • 0

        다운로드
      서지정보 열기
      • 내보내기
      • 내책장담기
      • 공유하기
      • 오류접수

      부가정보

      다국어 초록 (Multilingual Abstract)

      Developing technology provides more learning opportunities than ever before to support a game training environment for language education. It can enhance language experience for learners in constructing knowledge to acquire language through gamified a...

      Developing technology provides more learning opportunities than ever before to support a game training environment for language education. It can enhance language experience for learners in constructing knowledge to acquire language through gamified audience response systems. Considering vocabulary is a critical component of English language learning, it is vital to find effective ways of incorporating technology into learning. More importantly, understanding language learners’ reactions are a crucial factor for positive learning effects as they lead to effective teaching strategies. Thus, this study examined 244 Korean EFL university learners’ reactions towards three gamified response programs―Socrative, Kahoot, and Quizlet―in vocabulary learning. Participants joined eight game activities, consisting of five activities for individual play and three for group play. This study also introduced how an instructor can create game activities and how language learners interact through three audio response systems (ARS) with free-to-play web browser games. The results showed that most participants responded positively to using gamified ARS programs, and the participants who were of a higher English level preferred to use game learning slightly more. In addition, all participants showed different attitudes for their preferred ARS program and the game activities for both individual and group play.

      더보기

      분석정보

      View

      상세정보조회

      0

      Usage

      원문다운로드

      0

      대출신청

      0

      복사신청

      0

      EDDS신청

      0

      동일 주제 내 활용도 TOP

      더보기

      주제

      연도별 연구동향

      연도별 활용동향

      연관논문

      연구자 네트워크맵

      공동연구자 (7)

      유사연구자 (20) 활용도상위20명

      이 자료와 함께 이용한 RISS 자료

      나만을 위한 추천자료

      해외이동버튼