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The use of Kahoot! in the process of learning foreign language for specific purposes
Author(s) -
Hаnnа M. Shalatska
Publication year - 2021
Publication title -
vìsnik lugansʹkogo nacìonalʹnogo unìversitetu ìmenì tarasa ševčenka. fìlologìčnì nauki
Language(s) - English
Resource type - Journals
ISSN - 2227-2844
DOI - 10.12958/2227-2844-2021-7(345)-247-254
Subject(s) - computer science , foreign language , vocabulary , process (computing) , multimedia , upload , control (management) , interactive learning , knowledge management , mathematics education , world wide web , psychology , artificial intelligence , linguistics , philosophy , operating system
The article considers Kahoot! as a universal tool for creating interactive online tests that allows to make tasks with multimedia content, use existing and upload personal illustrations, audio and video fragments. The features of using Kahoot! in distance learning in learning foreign language for specific purposes are analysed. The advantages of interactive tests as a means of gamification of the educational process are determined. Examples of the use of kahoots at different stages of training and a description of the process of organizing work on the platform is given, the possibility of conducting group online competitions, the use of tests as homework and individual-independent assignments in the discipline of foreign language for specific purposes is shown. The article proves that interactive tests in foreign language for specific purposes on Kahoot! can be used in distance learning in universities for consolidation, repetition, control of students' knowledge, expansion of vocabulary, improvement of language skills, analysis and correction of the knowledge gained. It has been found that online interactive games diverse educational process, make it interesting, dynamic and efficient. The perspective of the study is to conduct trainings and master classes for teachers on the formation of skills and techniques for working with software tools and services for assignment creation with gamification elements in studying language for specific purposes.

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