The study reflects that, most students favour the interactivity and engagement afforded by Badaboom! due to the strong instructor-student and student-student interaction as well as students’ increased engagement.Īs mobile technology has become more widely used in today’s classroom, educators are now able to enlist digital games to teach and learn. The data reveal that the tertiary-level learners of this study feel that game-based classroom response system is useful for assisting them in overcoming ESL academic writing difficulties. The interview aimed to detail their responses so their strategies can be mapped clearly. 30 students were interviewed to collect the data. Using exploratory research design, one hundred university students from five English for Academic Purpose (EAP) classes who experienced blended learning using Badaboom!, a Game-based Student Response System (GSRS), for one semester were recruited to participate in the research. This article explores how English as a Second Language (ESL) undergraduate students come up with emergency remote learning at The Hong Kong Polytechnic University during the COVID-19 pandemic. As such, many researchers and educators are exploring different ways to engage students in today’s digitally connected world. ![]() However, if we continue using traditional teaching strategies and the same set of teaching materials, it would be extremely difficult for students, regardless of age, to focus in a 2- or 3-h synchronous online class. In the midst of COVID-19 pandemic, many university courses delivered in English are conducted entirely online. English Language Centre, The Hong Kong Polytechnic University, Hong Kong, Hong Kong SAR, China.
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