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A set of vocabulary flashcards covering the key concepts, statistical terms, and research components of the case study on using Kahoot! for foreign language assessment.
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Gamification
The use of game design elements in non-game contexts according to Deterding, Dixon, Khaled and Nacke (2011).
Formative Assessment
A type of assessment used to monitor student progress in real time and provide immediate feedback to improve learning outcomes.
Kahoot!
A free game-based digital platform developed by the Norwegian University of Science and Technology that uses features like points, leaderboards, and sound effects to entice learning activities.
Greek as an L2
Greek as a second language, specifically at the A1-level in this case study, referring to the target language being taught to adults.
Experimental Group
The group of students using Kahoot! as a gamified formative assessment tool to check the assimilation of grammatical phenomena.
Control Group
The group of students using traditional assessment methods, such as paper and pencil tests, for comparison against the experimental group.
Consolidation
The process of strengthening and solidifying newly acquired knowledge, particularly grammatical phenomena like present tense verbs and nouns in the nominative and accusative.
Levene's test
A statistical test used to test the quality of variance between the experimental and control groups.
Sig. (2-tailed)
A statistical value used to determine significance; in this study, a value greater than 0.05 indicated no statistically significant difference between group performances.
Paired sample t-test
A statistical analysis used to investigate the progress between pre-test and post-test scores within the same group.
Real-time monitoring
The ability for teachers to observe student progress and provide feedback instantly during the learning process.
Common European Framework of Reference for Languages
The international standard used to describe language ability, referred to in this study to define the A1-level of the Greek language being taught.
Leaderboard
A game design feature in Kahoot! that displays the top players after a task is completed to foster a competitive learning environment.
Center for the Study of the Hellenic Language and Culture
The specific institution at the University of Ioannina where the experimental study on adult foreign language learning was conducted.
Quantitative methodology
The experimental research approach using numerical data from pre-tests and post-tests to compare the performance of the control and experimental groups.