Tìm hiểu nhận thức của sinh viên về việc sử dụng Kahoot để thöc đẩy sự hứng thú và tương tác

Kỷ yếu điện tử Hội thảo Quốc gia Nghiên cứu liên ngành về ngôn ngữ và giảng dạy ngôn ngữ  
lần thứ VI  
INVESTIGATING STUDENTS‟ PERCEPTION OF KAHOOT IN  
IMPROVING THEIR ENGAGEMENT AND COLLABORATION  
Nguyen Thi Thang  
Electric Power University  
Abstract  
In the past few years, there has been rising trend among higher institutions of applying  
instructional games which are gaining increasing acceptance in the classroom. However,  
the use of these tools is often limited due to lack of time, insufficient experience, or  
doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning  
tool that can easily be used to add vitality, student engagement, and meta-cognitive  
supports to higher education classrooms with limited instructor or student training  
required. The present study incorporates Kahoot- a descendant of ―Personal Response  
Systems‖ (PRSs) - in a case study with freshmen in Electric Power University. The main  
goal of this empirical study is to find out perceived effect of students on how Kahoot  
would possibly enhance their learning experience as well as their engagement and  
collaboration in class. The research reveals that students are generally positive about its  
use and prefer courses that use the technology over those that do not.  
Keywords  
Kahoot! E-Learning, game-based learning, student engagement, student collaboration,  
learning experience  
1. Introduction  
In the process of language teaching and learning, activities like game-based ones have been  
proved to be an essential part in enhancing student engagement. Traditional games that  
involve paper and pens, and later on, Power Point Slides have been utilized for years in the  
classroom. In Vietnam, Wi-Fi and Internet connection have been widespread across  
universities and schools nationwide since 2006. The use of computers in college classroom  
has become so commonplace in megacities such as Ha Noi or Ho Chi Minh city, that on most  
campuses, a classroom has at least an instructor computer workstation connected to a  
projector. Despite the widespread availability of instructional technology, traditional lectures  
are still the mainstay of college teaching, and even when the computer is used, more often  
than not a PowerPoint presentation has replaced the chalkboard and overhead transparencies  
in method of preparation and delivery but not in essence of form or content.  
Kahoot! is a game-based student response system (GSRS) where the classroom is temporarily  
transformed into a game show where the teacher is the game show host, and the students are  
the contenders (Wang, 2015). The platform is a result of the Lecture Quiz research project  
initiated at the Norwegian University of Science and Technology in 2006, where multiple  
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prototypes were developed and evaluated through experiments over several years (Wang,  
Øfsdal, & Mørch-Storstein, 2007).  
Kahoot has been well recommended for large-size class, in which student-student and student-  
teacher interactivity are difficult to stimulate. Having been utilized in a variety of subjects,  
from science to social studies, Kahoot has also exerted positive impact in language teaching  
and learning. Several literature reviews claimed its benefits and positive effects on student  
learning, such as providing immediate feedback, increasing participation in class, and  
improving retention of the focal material (Hunsu, Adesope, & Bayly, 2016).  
Kahoot! Description: Nuts and Bolts  
Kahoot! (https://getkahoot.com/) is an online global educational brand that offers a free  
student response platform resembling the popular trivia game Quizzo. Kahoot! is reminiscent  
of previous clicker technology with the exception that it is free and easy to learn and use.  
Educators use Kahoot! to create game-based quizzes, discussions, and surveys. To start,  
instructors register for a free account by going to https://create. kahoot.it. Once registered,  
educators can select from millions of free public games and adapt them as necessary, or create  
their own. The process is easy and straightforward.  
Educators launch games for classroom use by going to https://create.kahoot.it, signing in,  
selecting a particular game, and then clicking ―play‖ to open the game. The game‘s home  
page displays a game pin at the top of the screen (see Figure 1).  
Students sign in using the web address https://kahoot.it to access the platform. Kahoot! can be  
used with smartphones, tablets, or laptop computers. Students can chose one device per  
person or select team mode to use one device per team. All they must do once they access the  
web address is enter the game pin displayed on the instructor‘s screen. Students do not need  
to register for an account or download an application, which can waste time and further  
complicate the use of technology. All of this makes the se up time and process easy and  
efficient; both important considerations for classroom instructional use.  
Generally, we use Kahoot! as a supplemental teaching tool in classes no larger than 30  
students, approximately once a week, and for about 15 minutes. Kahoot! can be played by  
over 4,000 players at a time; however, the company recommends instructors contact its  
support team for advice if they plan to use it with more than 1,000 participants`.  
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Figure 1. Sample Kahoot! home page with game pin.  
Figure 2. Sample Kahoot! bar graph displaying results for responses.  
Once everyone has answered the question, or the time the instructor set for answering the  
question expires, the correct answer is displayed on the instructor‘s screen and the aggregate  
results shown in bar graph form (see Figure 2). The game keeps track of each student‘s or  
team‘s answers, awards points, and ranks players based on speed and accuracy. The top five  
leaders are displayed after each question (see Figure 3).  
In the context of relatively large-size language classes with free Wi-Fi and well-equipped  
classrooms, the researcher has applied this technology during a course of fifteen weeks in two  
classes. Several Kahoot sessions have been carried out during the course and at the end, a  
survey was delivered to assess the attitudes of students towards the game regarding their  
learning experience, their level of engagement and collaboration. Based on the underlying  
assumption that enhancing classroom interaction can benefit students‘ language learning and  
increase their level of engagement and collaboration, the present study incorporated Kahoot as  
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a means to engage students in the classroom and promote active learning. The investigation  
was undertaken to examine the sample's attitude towards Kahoot, addressing the following  
questions:  
1.How do students perceive Kahoot as a tool for enhancing learning experience?  
2.How do students perceive Kahoot as a tool for improving engagement in class?  
3.How do students perceive Kahoot as a tool for improving class collaboration?  
2. Literature Review  
In the time of technology-infused education, gamification is no longer a new concept.  
It is defined as the use of game elements and game design techniques in a non-game context.  
It is used in various contexts for various purposes and at almost all levels of education  
(Becker, 2007). In higher education, games have been found to be beneficial for academic  
achievement, motivation and classroom dynamics (Sharples, 2000). There is strong evidence  
that shows the relationship between game playing and increased motivation. More and more  
learning games emerge and bring a promise to help to learn a language. There are certain  
game elements that could be used in non-game contexts to trigger effective player  
engagement as well as persistence and motivation to win/learn. Furthermore, schools,  
workplaces and families can use games and game technologies to enhance learning. The idea  
is that when learning through games, students are so engaged and motivated that they are  
learning even they are not aware of it (Burguillo, 2010). Therefore, games can be made an  
integrated part of a traditional classroom lecture to improve learning, motivation and  
engagement (Wang, 2007; Owston, 2009)  
Kahoot enhances learning experience  
Clark and Mayer (2008) note that the benefits gained from the use of new technologies will  
depend on the extent to which they are used in ways compatible with the learning process.  
Utilizing Kahoot helps support student metacognition by providing immediate feedback.  
Kahoot also offers the opportunity to not only assess students‘ conceptual understandings but  
also support the construction of new knowledge and understanding through further  
explanation during or after the game. A study in two different business courses carried out by  
Plump & LaRosa (2017) addressing students' experience using Kahoot yielded a result of an  
88.7% positive response rate. Overall, utilizing Kahoot was a positive experience that imbued  
our classes with activity and focus and provided a way for all students, not just the  
extroverted students, to participate and contribute to the learning environment.  
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Kahoot enhances student engagement  
Raymer (2013) reinforces that engagement and learning go hand and that one cannot go  
without the other. Perhaps most significantly, the ―gamification‖ of learning increases student  
engagement by appealing to all students, combining both a cooperative fast-paced learning  
environment and friendly competition (Kapp, 2012). Bergin and Reilly (2005) stated that ―the  
use of games to promote students‘ learning has been done to capture students‘ interest as all  
of us learn better when we are motivated‖ (p. 294). Caldwell later in 2007 asserted that  
engaged students have a high level of involvement that lead them to prepare themselves better  
for the class, pay more attention, take good notes, think and be able to recall material from  
previous lectures.  
Kahoot enhances student collaboration  
Collaborative learning occurs when students work together in small groups toward a common  
goal, creating meaning, exploring a topic or improving skills (Prince, 2004). It increases the  
ability to think critically, enhances student involvement, satisfaction, engagement and higher-  
order learning, and encourages students to participate in giving the answer, explaining and  
justifying their opinion (Lantz, 2010). Stowell & Nelson (2007) further addressed that the  
effect of active collaborative learning on student performance is further enhanced when it is  
combined with the use of technology. With respect to the technology studied in this paper,  
Kahoot enables students to cognitively process questions asked by the teacher and to increase  
participation by introducing important changes in the class format because it fosters the  
processing of new concepts and the integration with prior knowledge, and encouraging  
students to discuss ideas and debate points of view critically (Mayer, 2009). Kahoot facilitates  
the development of active learning and students‘ contribution to knowledge creation, so that  
students feel that are participating in their own learning.  
By stimulating two-way communication during the process of answering questions and in the  
discussions about the correct answers, PRSs increase the degree of perceived interactivity in  
the classroom both among students (interactivity with peers) and between the students and the  
teacher (interactivity with teacher). Interactivity is conceived as a critical element in the  
learning process. It stimulates students to participate in the classroom active collaborative  
learning (Guthrie & Carlin, 2004; Thalheimer, 2003), and to develop a sustained behavioral  
involvement in learning engagement (Carnaghan & Webb, 2007; Kay & LeSage, 2009). The  
presence of these two elements is instrumental in enhancing students‘ learning performance.  
Only when students actively collaborate in the learning process can the teacher adapt the pace,  
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style and topic of the lecture to better fit the students‘needs, identify any misunderstandings  
so as to clarify them properly and punctually, and make sure that they have understood all the  
materials before continuing with the next learning step.  
Theoretical framework  
This study is underpinned Reeve Engagement Mode of engagement at four levels.  
Engagement is a multidimensional construct. Engagement has four noticeably distinct but  
highly reciprocal aspects namely Behavioral engagement, Emotional engagement, Cognitive  
engagement and Agentic engagement (O‘Donnell, Reeve, & Smith, 2011). Students‘  
involvement in class ranges from attempt, consistency, and pro-social classroom conduct  
(Behavioral engagement) to utmost interest and eagerness with low nervousness and fatigue  
(Emotional engagement) to convergence, critical thinking, refined learning strategies and self-  
regulation (Cognitive engagement) to deliberate steps of agency to develop one‘s  
understanding with the learning activity or subject matter (Agentic engagement). In  
Behavioral Engagement level, students show on-task attention and concentration, high effort  
and high task persistence. As for Emotional Engagement, teachers can witness the presence of  
task-facilitating emotions such as interest, curiosity and enthusiasm, as well as the absence of  
task-withdrawing emotions such as distress, anxiety, frustration, anger and fear. Cognitive  
engagement includes adopting personal learning strategies and/ or seeking conceptual  
understandings rather than surface knowledge. Finally, as a relatively recent concept, students  
are engaged agentically when they make proactive and constructive contribution into the flow  
of learning such as adding related information, offering insights to explain the answer (Reeve,  
2012).  
3. Research Methodology  
3.1. Participants  
Participants belong to four classes with a total of 154 second-year students taking part in  
English 1 and English 2. The course book is Life-Pre Intermediate, Split Edition A. All the  
participants had homogeneous backgrounds in terms of their L1 and L2; Students taking part  
in the survey come from all majors like Finance and Banking or Electric Power System,  
Telecommunication, Energy Administration etc., they learn English as a foreign language  
(EFL) in Vietnam, with 7 to 10 years of L2 study. They share the same syllabus, materials and  
roughly similar language proficiency level.  
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Although none of the participants had any Kahoot experiences before, 98.6% of students in  
four classes possessed a smart phone that could connect to the university Wi-Fi and they are  
familiar with interactive technology.  
3.2. Research instrument: Online surveys  
The instrument used was a Likert-scale based survey, in which students' perceptions about the  
use of Kahoot across the course and how the technology affects their class engagement,  
collaboration and learning performance. The questionnaire consisted of 20 items that range  
from strongly disagree (1) to strongly agree (5). It was designed by the researcher and  
delivered to the students via emails or link to Monkey survey at the end of the course for their  
evaluations and comments.  
At the end of the survey, there were open-ended questions for students to give their opinions  
on benefits and drawbacks of Kahoot. They were also welcomed to give other comments  
anonymously.  
3.3. Procedure and materials  
The teacher standardized their course material and lectures to ensure that all classes covered  
the same material in an identical way. The lesson plans, delivery methods and approach to  
teaching in the classrooms were also coordinated. During the semester, each class was given  
five Kahoot sessions, with a variety in questions per session, using personal devices  
connected to university Wi-Fi to respond.  
The method of instruction used during the sessions with Kahoot was class-wide discussion.  
As such, students were clustered in small groups (3-4 people). At the beginning of the  
sessions in which Kahoot was used, groups logged into kahoot.it, entered PIN and the teacher  
started to show questions. After each question, the teacher required the groups to click on the  
correct answer. Once a question started, a timer appeared on the screen. The system allowed a  
time limit to be set for responses. According to the nature and difficulty of the questions,  
groups of students were given 20-60 seconds to discuss among themselves and answer each  
question using their mobile phones. The software recorded each group‘s response. The  
number of groups who had responded at any point in time was visible on the screen. When the  
time was up, the correct answer was shown; the student responses were displayed as a bar  
graph with the distribution of answers (shown as a number). Each group was then encouraged  
to explain its answer, ask questions to other groups and discuss the alternative answers.  
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The materials used during the test sessions consisted of sets of multiple-choice questions that  
checked the students‘ understanding of the material of each unit, vocabulary and grammar  
review, as well as case studies.  
3.4. Data collection and measures  
Of the 154 students enrolled in the course, 119 completed the survey, yielding a response rate  
of 77.27%. The data collected from the questionnaires was processed quantitatively and was  
presented in tables and charts, while the information from the open-ended questions was  
quoted and analyzed qualitatively.  
4. Data analyses and Results  
Data attained from the questionnaires and open-ended questions was categorized into three  
categories, namely learning experiences, engagement, and collaboration. Descriptive statistics  
was computed and the Table 1 below shows the findings in detail.  
4.1.Kahoot and Learning Experience  
Item number LE3: Slow Internet connection reduced my eagerness towards the game. (mean  
= 4.30) scored highest among all items and this shows that students are easy to lose  
motivation for external impact as Tonic emphasized: "Wifi really needs to be upgraded!" in  
the open-ended question. Students overall found the game easy to play and that it was an  
effective way for learning. More than a half of the sample (69.3%) approved that their English  
knowledge and ability was improved with the use of the game. 71.2% of the students agreed  
that Kahoot facilitated learning. However, Item LE1 " Kahoot helps improve English  
knowledge/ ability" has lower scoring. The reason was that for students found it hard for  
knowledge to stick after the game. Answers for the open-ended question also supported the  
argument as Minh Hoang stated: " Time is too short for reading and answering the questions.  
And after all I can't remember anything else except having fun with my friends". Time  
constraint seemed to be a problem in this game. Another student said that "Some questions are  
too difficult so the time pressure makes it difficult for us think and answer". Nguyen Trang,  
on the other hand, emphasized on the merits of bringing games into the classroom: "The game  
is fun, relaxed and the competition makes it really interesting!". Other students also expressed  
excitement in their answer later on. Huong Tran commented: "Absolutely". Ngoc Linh said:  
"Thank you very much for bringing Kahoot into classroom".  
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4.2.Kahoot and Engagement  
Table 1: Constructs, items and confirmatory factor analysis results.  
Group  
Number  
Item  
Mean  
SD  
3.70  
1.00  
Learning  
LE1  
LE2  
Kahoot helps me improve English  
knowledge/ability.  
It was easy to use a mobile device to play the game 4.23  
Slow Internet connection reduced my eagerness  
0.90  
LE3  
LE4  
towards the game.  
4.30  
0.94  
I remember the information/ knowledge  
3.82  
0.94  
better compared to traditional lessons.  
LE5  
The fact that the game is anonymous (not  
use real names) makes me willing to join  
more.  
4.04  
1.01  
Engagement  
E1  
E3  
Kahoot is fun  
I could focus more during the game than normal  
lectures  
4.45  
4.16  
0.68  
0.86  
E4  
I was more positive towards the topic  
after playing the game.  
4.10  
0.88  
E5  
E6  
E7  
I liked getting feedback after every  
Even though, I may not be familiar with the topics,  
I was comfortable to participate.  
3.87  
4.05  
4.15  
1.00  
0.92  
0.94  
I wish Kahoot was used in other lecturers.  
E8  
I will adopt the application for other  
lessons and/ or, other purposes (e.g. my  
after-school clubs) in the future  
4.14  
0.87  
E9  
I often compared my answer to my class  
classmates' answer  
3.70  
3.01  
3.94  
1.04  
1.22  
0.89  
E10  
C1  
I spent time explaining the answer to my  
team and my class  
Collaboration  
Kahoot fosters exchange of knowledge,  
information and experiences  
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C2  
C3  
Kahoot focuses on team work rather than  
individual work  
3.69  
3.87  
0.98  
0.90  
Kahoot enhances communication with  
classmates  
C4  
C5  
Kahoot fosters team spirit  
4.02  
2.38  
0.81  
1.26  
I often played as an observer, rather than a player  
Data from Tables 1 shows that the highest mean value is scored by Item 2: "Kahoot provides  
more relaxed classroom atmosphere" (Mean=4.51), followed by Item 1: " Kahoot is fun"  
(Mean = 4.45) and the lowest mean value scored by E10, " I spent time explaining the answer  
to my team and my class" (Mean=3.01). In general, students' level of emotional engagement  
was high during the game, all four items in emotional engagement (Item E1, E2, E4 and E6)  
had means higher than 4.00.  
Students were also engaged highly behaviorally (Mean = 4.16). The answers in the open-  
ended questions supported the data:  
Manh Kien exclaimed: "It breaks up serious atmosphere in class. I really like it so much!"  
Pham Khoi: 'I like Kahoot because it makes me not too sleepy in the early morning.  
Moreover, I can get the news and talk more with my friends. However, there are a lot of  
question that I didn‘t understand and many of my right answers depending on luck".  
Another student named Thu Hong said "It is a very exciting warm-up activity before studying.  
It makes our study less boring".  
Do Duy : "Kahoot makes our class more fantastic. I don‘t have enough time to search the  
answers on internet so it really helps my brain work effectively.  
It is important to note that, among 118 received answer in Item C5: "I usually played as an  
observer, rather than a player", there were 30 out of 118 students, comprising 25.4%, said that  
they mostly observed the game.  
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Chart 1: Item C6: "I often played as an observer, rather than a player."  
However, it should be noticed that cognitive engagement was much lower (Item E5, E9 and  
E9). Students showed reluctance towards explaining the answers to their peers (Mean=3.01)  
and had mixed attitudes towards direct, immediate feedbacks (Mean = 3.81).  
Regarding agentic engagement, a more positive trend could be witnessed. 92 out of 119  
students said that they might replicate the game in another context.  
4.3. Kahoot and Collaboration  
The mean value for Item C1-C5 ranged from 3.42 to 3.89. Students show roughly similar  
level of agreement on the impact of the game for communication, information exchange and  
team work. The data from qualitative result also supported this outcome.  
Thu Giang said:" It's so excited and wonderful, I like it. Especially, I can communicate with  
my friends. Thus, it makes our study more effectively and provides much information about  
many aspects of our life".  
Quynh Huong added: "The game is fun and requires good teamwork skills. It is suitable for  
all students".  
The last question on the preferable frequency of the mobile application shows a result of 80%  
of all respondents said that they wanted the game once or twice per week (Chart 2).  
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Frequency  
fewer, 11%  
twice a month,  
once a week, 32%  
10%  
once a week  
twice a week  
once a month  
twice a month  
fewer  
once a month,  
11%  
twice a week, 36%  
Chart 2: How often do you want to have a Kahoot session?  
5. Discussion  
The study shows the highest rate of class engagement. In this study, students are considered  
highly engaged in the learning process as the results from descriptive statistics show that the  
means of the engagement constructs are above 3.01 using the 5-point Likert Scale. This  
finding is consistent with another research by The University of Nicosia, in which 71%  
percent of the students indicated that they participated more in the lessons (Zarzycka-Piskorz,  
2016). Another research from University of East London, the result showed that most students  
communicated with peers while playing and a high percentage of 88.4% students discussed  
about the correct and incorrect answers after every question (Fotaris, Mastoras, Leinfellner, &  
Yosullany, 2015).  
Notable results from the study are the consequences of interactivity for improving and  
enhancing student learning performance. Interactivity with peers and with the teacher is an  
important determinant of a student‘s active collaborative learning and engagement. As  
students interact with their peers and with the teacher during the use of the Kahoot!. Active  
collaborative learning has proven critical in enhancing the student learning experience. This is  
because it allows students to think critically about the material and to understand the  
alternative answers, thus achieving a deeper processing of knowledge.  
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It is important to highlight that the improvement in learning performance may not be  
exclusively derived from the use of this technology, but also from the development of peer  
group practices. The interplay of this interactive technology and peer group practices, based  
on class-wide discussion, enhances positive outcomes (Caldwell, 2007). Kahoot allows the  
individual and the group to share the response to questions and allow everybody to participate  
in the discussion of the correct answer.  
6. Conclusion, Recommendations and Limits of the study  
Aforementioned finding suggests that Kahoot enhances students‘ learning performance by  
increasing interactivity with peers and the teacher. This interactivity, subsequently, promotes  
individual active participation and collaborative learning, which increases student engagement  
in the learning process. Coupled with effective pedagogy, Kahoot can offer more effective  
and less intrusive measurement of learning than traditional assessment. Overall, these results  
provide strong support for the use of Kahoot in the class as a tool to enhance the learning  
experience.  
The study presents some limitations that need to be addressed in further research. First, the  
sample consists only of students who have used Kahoot and, thus, the researcher cannot  
compare the results obtained from a control group of non-users. Moreover, given that the  
language course in this empirical application is the pioneer in the introduction of this  
technology in the university under study, I acknowledge that the results may reflect, in some  
way, novelty effects. For all the students, in the empirical study, this was the first time they  
have used Kahoot. Future research should examine the effect of Kahoot longitudinally in  
order to determine whether the effects obtained diminish with an increase in clicker  
experience.  
Even though 68% students stated that they wanted to have a Kahoot session every week, it is  
advisable that teachers are aware of the wear-out effect. In a study from Norwegian  
University of Science and Technology, researchers found that students from the single event  
in contrast to the students that had used Kahoot for five months interacted more through  
discussion and comments in the classroom as well they appreciated more the uniqueness of  
playing many together in the same room (Wang A. I., 2014). Currently, Kahoot provides four  
variations of gamified student interactions which are very similar: a quiz, a discussion (no  
points, and no right or wrong answers), a puzzle, and a survey. A wider variety of games and  
game modes would be preventive against a wear off effect and allow for more frequent usage  
without losing engagement and motivation.  
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References  
Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of  
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TÌM HIỂU NHẬN THỨC CỦA SINH VIÊN VỀ VIỆC SỬ DỤNG  
KAHOOT ĐỂ THÖC ĐẨY SỰ HỨNG THÖ VÀ TƢƠNG TÁC  
Tóm tắt  
Trong những năm qua, xu hƣớng sử dụng trò chơi có hƣớng dẫn gia tăng trong các trƣờng  
đại học và ngày càng nhận đƣợc nhiều sự đón nhận trong các lớp học. Tuy nhiên, việc sử  
dụng công cụ này bị hạn chế do việc thiếu thời gian, thiếu kinh nghiệm và những nghi  
vấn về lợi ích rộng rãi của những hoạt động đó. Kahoot! là một công cụ trực tuyến có thể  
dễ dàng sử dụng để tăng tính hiệu quả và sự hứng thú của sinh viên cũng nhƣ hỗ trợ siêu  
nhận thức cho sinh viên các lớp đại học bị hạn chế về sự hƣớng dẫn và thời gian giảng  
dạy. Nghiên cứu này đƣa mô hình sử dụng Kahoot với tiền thân là Hệ thống PRSs vào  
trong một nghiên cứu điển tích với sinh viên năm thứ nhất trƣờng Đại học Điện lực. Mục  
tiêu chính của nghiên cứu thực nghiệm là tìm hiểu nhận thức của sinh viên với hiệu quả  
của việc sử dụng Kahoot để thúc đẩy sự trải nghiệm trong quá trình học cũng nhƣ sự  
hứng thú và tƣơng tác trong sinh viên. Nghiên cứu đã chỉ ra nhìn chung sinh viên thể hiện  
thái độ tích cực về việc sử dụng Kahoot, yêu thích những khóa học có áp dụng trò chơi  
này.  
Từ khóa  
Kahoot!, hoc trực tuyến, phƣơng pháp học có sử dụng trò chơi, hứng thú của sinh viên, tƣơng tác giữa  
sinh viên, sự trải nghiệm trong quá trình học  
16  
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