Technology • Room 201 • 10:25
Mobile tech and Gamification: Motiva(c)tion in Korean EFL
Technology • Gamification, motivation, & mobile applications
In this research presentation, we discuss the results of our studies into implementing Kahoot! in our university classes. Kahoot! is a popular mobile/computer application that turns simple quizzes into game show-like competitions. While both mobile technology in education and gamification are among the hottest topics in TESOL and education in general, In practical fact, multiple meta-analyses reveal that little of the research in these areas has met high standards and demonstrated that mobile tech and gamification actually work (Baran, 2014; Burston, 2014, 2015; Hamari et al., 2014). In our quasi-experimental study, we sought to meet that challenge head-on by exploring two questions: Can Kahoot! improve vocabulary acquisition? & Does Kahoot! change student attitudes and motivations in their EFL classes? In this presentation, participants will learn our answers to those questions as well as tips for implementing Kahoot! in your classroom and recommendations for future research.
About Eric
Dr. Eric Reynolds has been a world traveler for EFL. He has lived and traveled all over the U.S. Unfortunately, his wanderlust was unsatisfied in America, so he became an EFL teacher, and lived and taught in “a bunch” of countries including Japan, Indiana, Bulgaria, Illinois, Tajikistan, Vermont, and now Korea. He holds a Ph.D. in Educational Psychology from the University of Illinois at Urbana-Champaign and teaches at Woosong University in Daejeon. Letters to reynolds.tesol.mall@gmail.com receive cheerful replies.
Co-Presenter
Benjamin Taylor // Affiliation: Woosong University //
Bio: Ben Taylor is an assistant professor and hiring coordinator at Woosong University and Language Institute in Daejeon. He has an M.A. in English from Eastern Kentucky University.