МЕЖДУНАРОДНЫЙ ЖУРНАЛ ЯЗЫКА, ОБРАЗОВАНИЯ, ПЕРЕВОДААбдуллаева, Гулнора Гайбуллоевна2022
Keeping interactive in online teaching: methods that work
Melieva S.G.
Ренессанс в парадигме новаций образования и технологий в XXI веке · 111-120 · 1991
Аннотация
In this article we explore ways of keeping students engaged in online classroom. These methods include online games and teamwork which enable students to be motivated and participate in the lesson with equal enthusiasm as in traditional classroom. Key words: online learning, online games, engagement, Kahoot, Quizizz, Padlet, breakout rooms, face- to-face learning, teamwork. Online education has become a broad field for scientific research in recent years since the demand for online learning has increased due to pandemic procedures; however, it would be wrong to claim that Covid-19 was the only booster of e-learning as the growth of students enrolled in online courses has been witnessed for the last decade caused by the urge of seeking more flexible alternatives to traditional, face- to-face instruction (Capra, 2014). Ironically the shift to online learning also means that educators around the world are facing a number of challenges as it imposes adaptation of students to new culture of learning and even more student-centered approach (Edmundson, 2007). This adaptation may discourage some students to achieve the same results as in face-to-face classes and participate actively during online classes due to lack of teacher control. As motivation is considered as one of the most powerful catalysts in ESL learning (Iaremenko, 2017) this article will research methods of keeping the students engaged in online classes as well as share the results of survey conducted among second-year students. Methods that have been used in online classes in Yeoju Technical Institute in Tashkent (YTIT) to keep students engaged include: Use of online game quizzes such as Kahoot, Quizlet, Quizizz We are living in the golden age of technology and digital literacy which leads to using and incorporating digital games in second and foreign language teaching processes (Halim, 2020). According to the qualitative research, conducted Turgut and Irgin (2009) young learners who played computer games in cyber cafes improved their language skills in general and their lexical resource in particular. This research illustrates effectiveness of online games while practicing new vocabulary. In online lessons we also use quizzes which must be played online in teams or individually. Due to pandemic, Kahoot 179 released a new function to show questions on the device of each participant. This made it possible to play this game while Zoom lessons. Besides such websites as Quizizz and Quizlet are always effective tools for learning grammar and vocabulary. They are interactive as students can practice teamwork, competitive and engaging due to their colorful interface and background music. Research We decided to conduct quantitative research which involved 50 second-year students of mixed levels and abilities. All participants were taking Business English course and for all of them it was not a major subject. Most of students were not fluent in English and were unwilling to turn their microphones on during online classes and speak on particular topic, although some students were quite active; however, during online games the teacher was able to monitor students‘ progress in remembering words as well as encourage passive students participate in class. Participants were provided with a questionnaire containing a set of statements which were explained and translated by the researcher. Students had to tick the answers and send the result to the researcher. Findings The results of the survey are given in the table below. According to the table, all students enjoy learning with Kahoot and Quizizz, find these games interactive as they have a chance to see achievements of their friends and think that the games increase their attention in doing activities. Moreover, majority consider Kahoot and Quizizz a useful and interesting tool to improve their English. Statement (question) Strongly Disagree Agree Strongly Agree Disagree I enjoy learning English - - 9 41 using games like 18% 82% Kahoot and Quizizz Learning English with - 2 12 36 Kahoot and Quizizz 4% 24% 72% makes English class more interesting I miss my friends so it - - 15 35 is nice to play a game 30% 70% like Kahoot and Quizizz with them I think I can improve - 8 20 22 my English playing 16% 40% 44% Kahoot and Quizizz Learning English - - 13 37 through Kahoot and 26% 74% Quizizz increases my attention in class Use of Padlet as part of warm-up or collaborative activity One of the main challenges EFL instructors face during the lessons is inability to control the students in the class. By this we mean that many students turn their microphones off and tend to listen to practical English lessons as a lecture. This might be tackled by making students involved through various interactive apps like Padlet. Padlet (https://www.padlet.com) is a free web based application that provides a ―wall‖ that allows the user to post words, pictures and even videos, which could be viewed by anyone with the link or address to the s
Доказательный фрагмент
«In this article we explore ways of keeping students engaged in online classroom.»
Образец извлечения
Демо-превьюIn this article we explore ways of keeping students engaged in online classroom. Полный текст публикации CiteX не хранит — доступ к первоисточнику открывается по DOI согласно лицензии издателя и выбранному плану.
- Цитирований
- 0
- Тип
- Журнал
- Страна
- Узбекистан
- Ключевые слова
- online learning, online games, engagement, Kahoot, Quizizz, Padlet, breakout rooms, face-, face- to-face learning, teamwork
Смежные источники
МЕЖДУНАРОДНЫЙ ЖУРНАЛ АЛИШЕРА НАВОИЛутвия Сулейман кызы Аскерзаде2022
American Journal of Philological SciencesMardanova Zilola Fatxullo qizi2024
Иностранная филология: язык, литература, образованиеНазарова Шаҳло2017