Today we're focusing on teaching prepositions of time, using "at", "in" and "on", specifically making use of online quizzes.
Kahoot.com is a user-friendly website that can be used to create interactive quizzes that can be played individually, or as teams, on smartphones and PCs. According to Gholami and Moghaddam (2013) quizzes inspire motivation in student participation and learning. In their study, they found that holding frequent quizzes demonstrated significantly improved test performance when compared with the group who were not quizzed frequently. Similarly, in their article specifically focussed on the use of Kahoot! in the classroom, Plump and LaRosa (2017) assert that the "gamification" of learning is appealing to students in a number of ways, and serves to increase engagement and encourage active student participation through friendly competition.
Quizzes should be used carefully within the classroom - if not used sparingly the excitement and novelty value could be lost. It can also act as a way to give the class a boost, so I would consider using this after a difficult activity or towards the end of a lesson to test understanding. Starting the class on a "quiz high" might result in difficulty engaging them for the more formal tasks ahead.
Check out my online quizzes and feel free to use this with your beginner/pre-intermediate students. Leave your feedback on the quizzes, and how you found Kahoot below!
References:
Gholami, V. & Moghaddam, M.M., (2013). The Effect of Weekly Quizzes on Students‘ Final Achievement Score. I. J. Modern Education and Computer Science, (1), pp.36–41.
Plump, C.M. & LaRosa, J., (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. Management Teaching Review, 2(2), pp.151–158.
Kahoot.com is a user-friendly website that can be used to create interactive quizzes that can be played individually, or as teams, on smartphones and PCs. According to Gholami and Moghaddam (2013) quizzes inspire motivation in student participation and learning. In their study, they found that holding frequent quizzes demonstrated significantly improved test performance when compared with the group who were not quizzed frequently. Similarly, in their article specifically focussed on the use of Kahoot! in the classroom, Plump and LaRosa (2017) assert that the "gamification" of learning is appealing to students in a number of ways, and serves to increase engagement and encourage active student participation through friendly competition.
Quizzes should be used carefully within the classroom - if not used sparingly the excitement and novelty value could be lost. It can also act as a way to give the class a boost, so I would consider using this after a difficult activity or towards the end of a lesson to test understanding. Starting the class on a "quiz high" might result in difficulty engaging them for the more formal tasks ahead.
Check out my online quizzes and feel free to use this with your beginner/pre-intermediate students. Leave your feedback on the quizzes, and how you found Kahoot below!
References:
Gholami, V. & Moghaddam, M.M., (2013). The Effect of Weekly Quizzes on Students‘ Final Achievement Score. I. J. Modern Education and Computer Science, (1), pp.36–41.
Plump, C.M. & LaRosa, J., (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. Management Teaching Review, 2(2), pp.151–158.