Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!

Background: Many gamification applications (apps) have been designed to motivate students to learn particular content. Based on the brain activation approach, the present study adapted an app, named Shaking‐On, which requires students to shake their mobile devices to send their answers to multiple‐c...

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Bibliographic Details
Published in:Journal of Computer Assisted Learning Vol. 38; no. 3; pp. 892 - 906
Main Authors: Hong, Jon‐Chao, Tai, Kai‐Hsin, Luo, Wan‐Lun, Sher, Yung‐Ji, Kao, Yi‐Wen
Format: clinical trial pictorial questionnaire/scale research tables/charts Journal Article
Published: Wiley-Blackwell Jun2022
Online Access:View this record in EBSCOhost
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      jtl: Journal of Computer Assisted Learning
      issn: 02664909
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      dt: Jun2022
      vid: 38
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12655
        156451519
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        atl: Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!
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        au:
          Hong, Jon‐Chao
          Tai, Kai‐Hsin
          Luo, Wan‐Lun
          Sher, Yung‐Ji
          Kao, Yi‐Wen
        affil: Chinese Language and Technology Center, National Taiwan Normal University, Taipei, Taiwan
      sug:
        subj:
          Language Education
          Learning Evaluation
          Gamification
          Mobile Applications Evaluation
          Human
          Male
          Female
          Child
          Taiwan
          Quasi-Experimental Studies
          Clinical Trials
          Questionnaires
          Anxiety
          Cognition
          Student Experiences
          Emotions
          Motivation
          Language Tests
          T-Tests
          Data Analysis Software
          Funding Source
          Child: 6-12 years
          Male
          Female
      ab: Background: Many gamification applications (apps) have been designed to motivate students to learn particular content. Based on the brain activation approach, the present study adapted an app, named Shaking‐On, which requires students to shake their mobile devices to send their answers to multiple‐choice questions to the teacher. Students then learn from their performance. Objectives: To understand how this approach can stimulate participants' emotions when achieving their learning goals, the present study compared Shaking‐On to Kahoot! by checking participants' gameplay anxiety, learning interest, perceived learning value, and learning achievement while learning the Taiwanese language. Methods: The students were divided into two groups to play with one of the two apps, Shaking‐On or Kahoot!, as part of a quasi‐experimental study in which they used the assigned app six times in 6 weeks. Moreover, a questionnaire was distributed to participants and 151 useful responses from the Shaking‐On group, and 148 from the Kahoot! group were returned. Results and Conclusions: After statistical analysis, the results of this study revealed that besides no difference in gameplay anxiety when comparing the two groups of students, there were significant differences in game interest, flow experience, perceived learning value, and learning achievement, further indicating that Shaking‐On with hands‐on shaking outperformed Kahoot!. Lay Description: What is already known about this topic: The adoption of technology in learning pedagogies should enable students to interact with their technological devices in a fun way and there needs to be interested during the learning process.Different designs of e‐learning platforms have different functions for students to interact that promote in them different psychological outcomes, by shaping their learning behaviours and enhancing their motivation and engagement. What this paper adds: The present study adapted an app, named Shaking‐On, which requires students to shake their mobile devices to send their answers to multiple‐choice questions to the teacher, students will then learn from their performance.To understand how this approach can stimulate participants' emotions in achieving learning goals, the present study compared Shaking‐On to Kahoot! by checking participants' gameplay anxiety, learning interest, perceived learning value, and learning achievement when learning the Taiwanese language. Implications for practice and/or policy: The research on the application of CATML to education is increasing, but there has been less research in the field of Taiwanese languages.The studies related to digital game‐based learning, there are few studies that compare games with different operation movements. Therefore, this study can be used as a reference for the application of cognitive and affective theories of multimedia learning to study the field of learning other native and disappearing languages.
      pubtype: Academic Journal
      doctype:
        clinical trial
        pictorial
        questionnaire/scale
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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