IMPLEMENTATION OF ONLINE GAME-BASED LEARNING APPLICATIONS IN TEACHING AND STUDYING RUSSIAN AT THE FIRST STAGE TO STIMULATE LEARNING INTEREST FOR STUDENTS OF FOREIGN COURSE TRAINING AT MILITARY TECHNICAL ACADEMY

  • Ho Thuy Ngoc
Keywords: Game-based learning; Learning interest; Kahoot!; Quizizz; Teaching and studying Russian

Abstract

This study aims to evaluate the effectiveness of the implementation of online game-based learning applications (Kahoot! and Quizizz) in teaching and studying Russian at an early stage to create learning interest for cadets at the Military Technical Academy. This paper answers three following research questions: 1) What are the characteristics of applications Kahoot! and Quizizz; 2) What are the steps to organize games in class and assign exercises to students for self-study; 3) How is the level of interest of Russian learners at the first stage presented when they practice the exercises online through two these applications? The author uses the method of document research, survey, and descriptive statistics of the obtained data from the feedback of K57 students of the Academy. The article compared the features of the two applications, proposed some steps to implement applications in delivering exercises in class and at home, and indicated the level of effectiveness of these applications on students' interest in learning Russian. From the research results, the author has given some notes on choosing applications to enhance teaching effectiveness.

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Published
2023-04-27
Section
EDUCATIONAL SCIENCE