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Action Research On Gamification Teaching Of Chinese With Kahoot! And Quizlet

Posted on:2021-01-18Degree:MasterType:Thesis
Country:ChinaCandidate:L N ZhaoFull Text:PDF
GTID:2415330623981475Subject:International Education in Chinese
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With the continuous development of information technology and mobile network technology,game-based learning network platform has been used more and more frequently in Chinese class,which not only enriches the teaching form of Chinese class,but also provides new possibilities for improving students' learning enthusiasm and classroom efficiency.This article takes Chinese students in Lange Middle School as the research object,focus on using Kahoot!and Quizlet for Chinese teaching action research,the design the author made is given priority to with Kahoot!and Quizlet form of classroom teaching,according to the result of action research and the real record of classroom teaching,and combines the result of questionnaire survey,verify that whether the Chinese teaching with Quizlet and Kahoot!can really improve students' interest in learning Chinese and class efficiency,whether it can improve students' speaking degree and class participation,whether it can help students to improve the difficulty in vocabulary memory,whether it can help students to better grasp the sentence order.After the first round of action research,the above assumption was verified,and three main problems were summarized: 1.The competition of the game led to students' emotional phenomenon;2.The relaxed atmosphere of the game increased the chance of chatting in students' mother tongue;3.Lack teacher-student interaction during the game.To solve above problems,the author puts forward three measures: 1.Adding incentives 2.Set rules “only speak Chinese” in the process of game 3.Highlight the teacher role,increase the effective interaction between teachers and students,then modify the action plan and do a second round of action research,studies the data confirm that the above measures are effective,and summarizes the problems and Suggestions: 1.The prize is not in conformity with the student's preferences,teachers need to advance on the preferences of the students survey 2.The rules of the enforcement is not enough,teachers need to strengthen constantly,letting the students get into the habit of it 3.Teacher's focus are too concentrated,teachers should pay more attention to the individual situation of each student.This research provides some reference for domestic and foreign Chinese teachers to use Kahoot! And Quizlet in teaching.The analysis of the questionnaire survey and the collation of classroom observationcan be seen that the use of Kahoot! And Quizlet is very effective,it can increase the interesting of learning,mobilize the classroom atmosphere,so as to improve the students' classroom participation and shedding frequency,at the same time,test's result is significantly improved,vocabulary memory accuracy improved obviously,the translation part score had great progress,and the accuracy of making sentences also increased significantly.However,network tools do have corresponding shortcomings,that is,The competition of the game leads to students' emotional phenomenon,students' chatting during the game and the lack of effective interaction between teachers and students.
Keywords/Search Tags:Teaching Chinese to Speakers of Other Languages, Gamification Learning, Kahoot! and Quilet, Action Research
PDF Full Text Request
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