SKKN Develop digital competencies and self-practice of vocabulary and English grammar for 10 Graders through building data source on Quizziz, Kahoot
In today's world, technology is becoming increasingly integrated into our daily lives. As such, it is important for students to develop the necessary digital competencies to navigate this technology effectively. Furthermore, in order to succeed in the globalized world of today, students must have strong language skills, particularly in English, which has become the international language of communication. Therefore, the topic of developing digital competencies and self practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is particularly relevant. One reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms offer a fun and engaging way to learn and practice language skills.
By using gamification techniques to make learning more interactive and enjoyable, these platforms can increase student engagement and motivation. Additionally, building data sources on these platforms can help teachers and students track progress and identify areas where students may need additional practice. This can make language learning more personalized and effective. Another reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms can help students develop self-directed learning skills. By practicing at their own pace and receiving immediate feedback on their progress, students can take ownership of their learning and develop important self-directed learning skills.
Furthermore, building data sources on these platforms can help students identify areas where they need to improve and set goals for themselves. This can help students become more proactive in their learning and take responsibility for their own success. A third reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms offer flexibility and accessibility. These platforms can be accessed from anywhere with an internet connection, making them particularly useful for students who may not have access to traditional classroom resources. By using these platforms, students can practice their language skills on their own time, from anywhere in the world. This can help level the playing field and ensure that all students have access to high-quality language learning resources. In conclusion, the topic of developing digital competencies and self-practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is important in today's world. By using these platforms, students can develop important digital competencies while also improving their language proficiency. Additionally, these platforms offer a fun and engaging way to learn and practice language skills, help students develop self-directed learning skills, and offer flexibility and accessibility for all students.
As such, this topic is an important area of study that can benefit both teachers and 3 students alike.Internet is perceived as the most favorable environment for self education, which enables pursuit of all the set objectives of the education process, but most of all, it allows everyone to access the most recent knowledge in a fast, easy and cheap way. As a result, the use of information communication technology (ICT) in education has developed since the mid-20th century and is promoting apps such as Quizziz, Kahoot,… as an alternative data source to facilitate student self-learning. The combination of web-based games or mobile language learning has aided teachers and students by making teaching and learning more effective. This technological method not only raises students’ motivation and autonomy or independence, it also allows students to self-assess based on the feedback provided after immediate assessment. In Vietnam, the four most searched and used online quizzes are Kahoot, Quizlet, live worksheet, and Quizizz for teaching and learning vocabulary, particularly for the grammar.
This online data source is believed to be a highly effective tool to support students' self-assessment, particularly when it comes to learning grammar. Formative assessment plays an important role in the continuous development of the language to develop its competences and skills, and to continue to support them in this growth process. One of the most important elements in formative assessment is self-assessment, which is an essential element of efficient learning. It enables students to activate them as masters in their learning process and develop the necessary skills for independent learning. Based on the reasons above, I have decided to conduct a study on “Develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot...”
Tóm tắt nội dung tài liệu: SKKN Develop digital competencies and self-practice of vocabulary and English grammar for 10 Graders through building data source on Quizziz, Kahoot
SỞ GIÁO DỤC VÀ ĐÀO TẠO NGHỆ AN TRƯỜNG THPT ĐÔ LƯƠNG 1 ****************** SÁNG KIẾN KINH NGHIỆM Đề tài : “DEVELOP DIGITAL COMPETENCIES AND SELF-PRACTICE OF VOCABULARY AND ENGLISH GRAMMAR FOR 10 GRADERS THROUGH BUILDING DATA SOURCE ON QUIZZIZ, KAHOOT” LĨNH VỰC : PHƯƠNG PHÁP DẠY HỌC MÔN TIẾNG ANH Họ và Tên: Nguyễn Thị Hải Lý Tổ: Tiếng Anh Số điện thoại: 0975778410 Academic Year 2022- 2023 1 TABLE OF CONTENTS PART I. INTRODUCTION ................................................................................... 3 1.1. Rationale .................................................................................................... 3 1.2. Purposes and objectives of the study ............................................................ 4 1.3. Scope and research methodology.................................................................. 5 1.4. New factors of the study ............................................................................... 6 1.5. Structure of the study ................................................................................... 7 PART II. CONTENT OF THE STUDY ................................................................. 9 2.1. Theoretical background ................................................................................ 9 2.2. Practical situation before carrying out the study ......................................... 11 2.3. Solutions to the problems ........................................................................... 14 2.3.1. Building a system of tests on Quizziz .................................................... 14 2.3.2. Setting up games related to topics on Kahoots ..................................... 16 2.3.3. Building a data source on Quizlet ........................................................ 17 2.3.4. Using a huge source of grammar and vocabulary exercises on live worksheet. ...................................................................................................... 18 2.4. The effectiveness of the solutions ............................................................... 21 PART III. CONCLUSION AND RECOMMENDATIONS ................................. 26 3.1. Conclusion ................................................................................................. 26 3.2. Recommendations ...................................................................................... 26 APPENDIX 1 ....................................................................................................... 27 APPENDIX 2 ....................................................................................................... 28 APPENDIX 3 ....................................................................................................... 30 APPENDIX 4 ....................................................................................................... 31 APPENDIX 5 ....................................................................................................... 35 APPENDIX 6 ....................................................................................................... 35 APPENDIX 7 ....................................................................................................... 38 2 PART I. INTRODUCTION 1.1. Rationale In today's world, technology is becoming increasingly integrated into our daily lives. As such, it is important for students to develop the necessary digital competencies to navigate this technology effectively. Furthermore, in order to succeed in the globalized world of today, students must have strong language skills, particularly in English, which has become the international language of communication. Therefore, the topic of developing digital competencies and self- practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is particularly relevant. One reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms offer a fun and engaging way to learn and practice language skills. By using gamification techniques to make learning more interactive and enjoyable, these platforms can increase student engagement and motivation. Additionally, building data sources on these platforms can help teachers and students track progress and identify areas where students may need additional practice. This can make language learning more personalized and effective. Another reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms can help students develop self-directed learning skills. By practicing at their own pace and receiving immediate feedback on their progress, students can take ownership of their learning and develop important self-directed learning skills. Furthermore, building data sources on these platforms can help students identify areas where they need to improve and set goals for themselves. This can help students become more proactive in their learning and take responsibility for their own success. A third reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms offer flexibility and accessibility. These platforms can be accessed from anywhere with an internet connection, making them particularly useful for students who may not have access to traditional classroom resources. By using these platforms, students can practice their language skills on their own time, from anywhere in the world. This can help level the playing field and ensure that all students have access to high-quality language learning resources. In conclusion, the topic of developing digital competencies and self-practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is important in today's world. By using these platforms, students can develop important digital competencies while also improving their language proficiency. Additionally, these platforms offer a fun and engaging way to learn and practice language skills, help students develop self-directed learning skills, and offer flexibility and accessibility for all students. As such, this topic is an important area of study that can benefit both teachers and 3 students alike.Internet is perceived as the most favorable environment for self- education, which enables pursuit of all the set objectives of the education process, but most of all, it allows everyone to access the most recent knowledge in a fast, easy and cheap way. As a result, the use of information communication technology (ICT) in education has developed since the mid-20th century and is promoting apps such as Quizziz, Kahoot, as an alternative data source to facilitate student self-learning. The combination of web-based games or mobile language learning has aided teachers and students by making teaching and learning more effective. This technological method not only raises students’ motivation and autonomy or independence, it also allows students to self-assess based on the feedback provided after immediate assessment. In Vietnam, the four most searched and used online quizzes are Kahoot, Quizlet, live worksheet, and Quizizz for teaching and learning vocabulary, particularly for the grammar. This online data source is believed to be a highly effective tool to support students' self-assessment, particularly when it comes to learning grammar. Formative assessment plays an important role in the continuous development of the language to develop its competences and skills, and to continue to support them in this growth process. One of the most important elements in formative assessment is self-assessment, which is an essential element of efficient learning. It enables students to activate them as masters in their learning process and develop the necessary skills for independent learning. Based on the reasons above, I have decided to conduct a study on “Develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot...” 1.2. Purposes and objectives of the study The study on developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data sources on Quizizz, Kahoot, and other similar platforms has several purposes and objectives. Firstly, the study aims to investigate the effectiveness of using Quizizz, Kahoot, and other similar platforms in developing students' digital competencies while practicing their English language skills. This involves examining how these platforms can improve students' engagement, motivation, and overall language proficiency. Secondly, the study seeks to explore the impact of self-directed learning on students' language development. By analyzing how students use these platforms to practice their language skills and track their progress, the study aims to identify how self-directed learning can enhance language learning outcomes. Thirdly, the study aims to investigate the potential of building data sources on these platforms for tracking student progress and identifying areas where students may need additional support. This involves analyzing the data generated by these 4 platforms and how it can be used by teachers and students to guide language learning. Overall, the main objectives of the study are to: • Determine the effectiveness of Quizizz, Kahoot, and other similar platforms in developing students' digital competencies and language skills • Investigate the impact of self-directed learning on students' language development • Explore the potential of building data sources on these platforms for tracking student progress and identifying areas where students may need additional support By achieving these objectives, the study aims to contribute to the ongoing efforts to improve language education and support students' development of digital competencies. 1.3. Scope and research methodology The scope of the study on developing digital competencies and self-practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is focused on the use of these platforms in language learning among 10th grade students. The study aims to investigate the effectiveness of these platforms in improving students' language proficiency and developing their digital competencies. The study will be conducted in a specific school or schools, with 10th grade students as the target population. The research methodology for this study will involve both quantitative and qualitative research methods. The study will use a mixed-methods approach to collect and analyze data. The quantitative data will be collected through surveys and pre/post-tests to assess the effectiveness of using Quizizz, Kahoot, and other similar platforms in developing students' language skills. The surveys will be administered to both teachers and students to gather information about their perceptions and experiences with using these platforms in language learning. The pre/post-tests will be used to assess the students' language proficiency before and after using these platforms. The qualitative data will be collected through focus group discussions and interviews with teachers and students. The focus group discussions will be used to gather more in-depth information about the students' experiences with using these platforms in language learning, including their engagement and motivation levels, their perceptions of the effectiveness of these platforms, and their experiences with self-directed learning. The interviews with teachers will be used to gather more information about their experiences with using these platforms in language learning, including their perceptions of the effectiveness of these platforms and their experiences with using data sources to track student progress. 5 The data collected through both quantitative and qualitative research methods will be analyzed using statistical software and thematic analysis. The findings of the study will be used to provide insights into the effectiveness of using Quizizz, Kahoot, and other similar platforms in developing students' language skills and digital competencies, and to provide recommendations for improving language education using these platforms. 1.4. New factors of the study Based on the initial study on developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data sources on Quizizz, Kahoot, and other similar platforms, there are some new factors that could be considered in the study. These factors are: The impact of the pandemic on the use of digital platforms in language learning: The COVID-19 pandemic has forced many schools to switch to online learning, which has increased the use of digital platforms like Quizizz and Kahoot. The study could investigate how the pandemic has affected the use of these platforms in language learning and whether they have been effective in supporting students' language development. The influence of cultural background on students' engagement with digital platforms: Students' cultural background can affect their engagement and motivation to use digital platforms in language learning. The study could investigate how cultural background influences students' engagement with Quizizz, Kahoot, and other similar platforms. The role of teachers in supporting students' use of digital platforms: Teachers play a crucial role in supporting students' use of digital platforms in language learning. The study could investigate how teachers can effectively support students in using these platforms, such as providing guidance on how to use the platforms effectively and monitoring their progress. The effectiveness of different types of questions and activities on these platforms: Quizizz and Kahoot offer a range of question types and activities that can be used to practice language skills. The study could investigate the effectiveness of different types of questions and activities in supporting students' language development. The long-term impact of using digital platforms on students' language skills: The study could investigate the long-term impact of using Quizizz, Kahoot, and other similar platforms on students' language skills, such as whether they continue to use these platforms after the study period and whether their language proficiency continues to improve over time. 6 Considering these new factors could provide a more comprehensive understanding of the effectiveness of using digital platforms in language learning and help identify areas where further research is needed. 1.5. Structure of the study The structure of the study on developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data sources on Quizizz, Kahoot, and other similar platforms could be as follows: I. Introduction • Background of the study • Purpose and objectives of the study • New factors of the study • Research methodology II. Literature Review • Theoretical framework • The effectiveness of Quizizz, Kahoot, and other similar platforms in language learning • The role of digital competencies in language learning III. Methodology • Research design • Participants • Data collection methods • Data analysis methods IV. Results • Quantitative data analysis and results • Qualitative data analysis and results VI. Conclusion • Summary of the study • Suggestions VII. References VIII. Appendices • Surveys 7 • Pre/post-tests • Focus group discussion and interview guides. 8 PART II. CONTENT OF THE STUDY 2.1. Theoretical background 2.1.1. Definition of digital competencies It is defined that digital competencies are a collection of digital skills, categorized into five main areas of focus. They are constructed as a tool for students to use to reflect on the digital skills and critical perspectives they improve while at school, in curricular and co-curricular experiences. Some students may practice the framework to find new ideas for working with or thinking critically about digital technologies and search for opportunities to explore them, while others will identify skills they have already developed and find language to pronounce them to different audiences, including future employers. 2.1.2. Definition of self- learning It is believed that self-learning is an approach to learning where the individual makes the effort to recognize their own learning needs, set learning goals, find the necessary resources, and value their own knowledge. As opposed to the traditional learning methods, the outcome of self-learning is not evaluated by any test results, rather it will contribute to improving your skills or knowledge in a specific area, and apply them practically to solve problems, perform tasks, etc. 2.1.3. The effectiveness of Quizizz, Kahoot, and other similar platforms in language learning. Quizizz, Kahoot, and other similar platforms can be effective tools for language learning. These platforms use gamification techniques to make learning more engaging and interactive for students. They also provide immediate feedback to students, which can help them identify their strengths and weaknesses and adjust their learning strategies accordingly. Here are some ways Quizizz, Kahoot, and other similar platforms can be effective in language learning: • Vocabulary Acquisition: These platforms can be used to help students memorize vocabulary words and their meanings. Teachers can create quizzes with audio or picture prompts, and students can compete against each other to see who can answer the most questions correctly. • Grammar Practice: Quizizz and Kahoot can also be used to reinforce grammar concepts. Teachers can create quizzes with questions related to verb tenses, sentence structure, and other grammar rules. • Pronunciation Practice: Many of these platforms also have audio features that allow students to practice their pronunciation. Teachers can create quizzes with 9 audio prompts, and students can repeat the words or phrases to practice their pronunciation. • Cultural Awareness: Quizizz and Kahoot can also be used to help students learn about the culture associated with the language they are learning. Teachers can create quizzes with questions about cultural practices, traditions, and holidays. Overall, Quizizz, Kahoot, and other similar platforms can be effective tools for language learning. However, they should be used in conjunction with other teaching methods to ensure that students are receiving a well-rounded education. 2.1.4. The role of digital competencies in language learning. Digital competencies play a significant role in language learning in today's digital age. The term "digital competencies" refers to the ability to use digital technologies, tools, and resources effectively and efficiently. These competencies can have a positive impact on language learning in several ways: ▪ Access to Language Resources: Digital competencies can provide learners with access to a vast array of language resources, including online dictionaries, translation tools, language learning apps, and language exchange platforms. These resources can help learners practice their language skills and improve their proficiency. ▪ Increased Engagement: Digital technologies, such as gamification and interactive tools, can increase learner engagement in language learning. This engagement can lead to increased motivation and better learning outcomes. ▪ Collaborative Learning: Digital competencies can also facilitate collaborative learning, allowing learners to work together on projects, practice speaking and listening skills, and give feedback to one another. Collaborative learning can enhance language learning by providing opportunities for learners to interact with one another and practice their language skills in a meaningful context. ▪ Personalization: Digital technologies can also enable personalized language learning experiences. Online platforms can provide learners with customized learning paths, targeted feedback, and adaptive learning tools that adjust to their strengths and weaknesses. In summary, digital competencies can enhance language learning by providing learners with access to language resources, increasing engagement, facilitating collaborative learning, and enabling personalized learning experiences. It is therefore essential for language learners to develop digital competencies to make the most of digital technologies in their language learning journey. 10 2.2. Practical situation before carrying out the study 2.2.1. For English teachers To begin with, one of the most common problems is that some teachers fail to deliver the criticism it is on time, so, they are unlikely to track their students’ progress in learning. Moreover, teachers can not have enough time to distribute their attention to individuals in English class because the size of the class is too big. Finally, most of the teachers are not good at making use of computers, which is essential to help their lessons more efficient. - To learn more about the situation of using applications in teaching English, I have carried out the survey on 10 English teachers in Do Luong 1 and Dien Chau 3 upper secondary school. Here are the results: (APPENDIX 1) How often do you use Quizizz or Kahoot to teach English grammar and vocabulary to your 10th-grade students? Daily Weekly Monthly Rarely Never The pie chart represents the frequency of usage of Quizizz or Kahoot to teach English grammar and vocabulary to 10th-grade students. The chart consists of five segments, each representing a particular frequency range. The largest segment of the pie chart, representing 50% of the responses, shows that the respondents use Quizizz or Kahoot monthly to teach English grammar and vocabulary to their 10th-grade students. The second-largest segment, representing 20% of the responses, indicates that respondents use Quizizz or Kahoot on a weekly basis. The smallest segment of the pie chart, representing 10% of the responses, shows that respondents use Quizizz or Kahoot daily, while another 10% reported that they use it rarely. Finally, the remaining 10% of respondents reported that they never 11 use Quizizz or Kahoot to teach English grammar and vocabulary to their 10th- grade students. Overall, the pie chart suggests that most respondents use Quizizz or Kahoot at least once a month to teach English grammar and vocabulary to their 10th-grade students. How effective do you think Quizizz and Kahoot are in helping your students improve their English grammar and vocabulary skills? Very effective somewhat effective Not very effective Not at all effective The pie chart represents the effectiveness of Quizizz and Kahoot in helping students improve their English grammar and vocabulary skills. The chart consists of four segments, each representing a particular level of effectiveness. The largest segment of the pie chart, representing 50% of the responses, indicates that respondents believe Quizizz and Kahoot are somewhat effective in helping their students improve their English grammar and vocabulary skills. The second- largest segment, representing 40% of the responses, shows that respondents believe Quizizz and Kahoot are very effective. A small segment of the pie chart, representing 10% of the responses, indicates that respondents believe Quizizz and Kahoot are not very effective in improving their students' English grammar and vocabulary skills. Interestingly, none of the respondents believed that Quizizz and Kahoot are not at all effective in improving their students' English grammar and vocabulary skills. Overall, the pie chart suggests that the majority of the respondents believe that Quizizz and Kahoot are effective tools in helping their students improve their English grammar and vocabulary skills. 12 2.2.2. For students Most of students find issues and problems learning in school due to usage of traditional methodology of teaching and boredom and lack of student’s interest and attention towards students. Most of the Vietnamese students in my study were limited to the focus of the study, which is to develop digital competencies and self- practice of vocabulary and English grammar. They had no language skills such as the use of verbs, nouns and adjectives in both spoken and composite states. Students should develop their self-learning skills by using the application component of Quizizz, Kahoot,.. to learn and to explore their qualities and skills. Students today face many challenges when using applications such as Quizzes and Kahoot for learning. One major challenge is technical issues such as slow internet speed or hardware limitations, which can prevent students from fully engaging in the interactive features of these applications. Additionally, students may struggle with understanding the interface and navigation of the applications, particularly if they are not familiar with technology. Another challenge is maintaining focus and attention during the quiz or Kahoot session, as students may become distracted by external factors such as social media or other notifications. Furthermore, students may find it difficult to retain information after the quiz or Kahoot session, as the fast-paced nature of these applications may not allow for adequate reflection or review. - To assess the students’ English ability, at the beginning of the study, I distributed a test for 82 10th graders. Here are the results of the pre-test: (APPENDIX 2) Excellent Good Average Bellow average Number SL % SL % SL % SL % 82 10 12% 20 24% 30 37% 22 27 % The table presents the results of a pre-test distributed to 82 10th-grade students to assess their English language proficiency. The table has four columns: "Number", "Excellent", "Good", "Average", and "Below average". The "Number" column indicates the total number of students who took the test. The next four columns, "Excellent", "Good", "Average", and "Below average" show the number of students who scored in each proficiency level category, expressed as a percentage of the total number of students. Specifically, 10 students or 12% of the total scored 13 "Excellent," 20 students or 24% scored "Good," 30 students or 37% scored "Average," and 22 students or 27% scored "Below average." The table provides a snapshot of the English language proficiency levels of the students who took the test, which can be used to inform instructional strategies and interventions aimed at improving their language skills. 2.2.3. The surveys and tests to gather quantitative data on language acquisition and engagement. 2.3. Solutions to the problems 2.3.1. Building a system of tests on Quizziz To build a system of tests on Quizizz, you can follow these steps: ▪ Create a Quizizz account: To create a Quizizz account, go to the Quizizz website and click on the "Sign Up" button. You will be prompted to enter your email address, name, and create a password. Once you have entered this information, click on the "Sign Up" button. ▪ Create a quiz: To create a quiz, click on the "Create a Quiz" button on your Quizizz dashboard. You will then be prompted to enter a title for your quiz, as well as the number of questions you want to include. ▪ Add questions: Once you have created your quiz, you can begin adding questions. Quizizz offers a variety of question types, including multiple choice, true/false, and open-ended. You can also add images and videos to your questions to make them more engaging. ▪ Customize settings: Quizizz allows you to customize various settings for your quiz, including the time limit for each question, the number of attempts students can make, and whether or not students can see the correct answers after they complete the quiz. ▪ Assign the quiz: Once you have created your quiz and customized the settings, you can assign it to your students. You can either share a link to the quiz or provide students with a code that they can use to access it. ▪ Review results: After students have completed the quiz, you can review their results and see how they performed on each question. You can also download a report that provides detailed statistics on the performance of your students. ▪ Make adjustments: Based on the results of your quiz, you may want to make adjustments to your questions or settings to better meet the needs of your students. Quizizz makes it easy to edit and update your quizzes at any time. By following these steps, you can create a system of tests on Quizizz that will help you assess the knowledge and understanding of your students in an engaging and interactive way. 14 For example, grammar in Unit 1: Simple present and continuous present. grade-10?searchLocale= 15 passive?searchLocale= 2.3.2. Setting up games related to topics on Kahoots To set up games related to topics on Kahoot, you can follow these steps: ▪ Create a Kahoot account: To create a Kahoot account, go to the Kahoot website and click on the "Sign up for free" button. You will be prompted to enter your email address, name, and create a password. Once you have entered this information, click on the "Sign up" button. ▪ Create a new Kahoot game: Once you have logged into your Kahoot account, click on the "Create" button in the top menu. You will then be prompted to enter a title for your game and select a topic. ▪ Add questions: After you have created your game, you can begin adding questions related to the topic you have selected. Kahoot offers a variety of question types, including multiple choice, true/false, and open-ended. You can also add images and videos to your questions to make them more engaging. ▪ Customize settings: Kahoot allows you to customize various settings for your game, including the time limit for each question, the number of points each question is worth, and whether or not you want to enable the "double points" option. ▪ Share your game: Once you have created your game, you can share it with your students by providing them with a game PIN. Your students can enter the game PIN into the Kahoot app or website to join the game and participate in the quiz. ▪ Review results: After the game has ended, you can review the results to see how your students performed on each question. You can also download a report that provides detailed statistics on the performance of your students. ▪ Play other games: Kahoot also offers a library of pre-made games on a wide range of topics. You can search for games related to your topic and use them as a fun and engaging way to reinforce your lessons. By following these steps, you can set up games related to topics on Kahoot that will help you engage your students and assess their understanding of the material. 16 2.3.3. Building a data source on Quizlet To build a data source on Quizlet, you can follow these steps: ▪ Create a Quizlet account: To create a Quizlet account, go to the Quizlet website and click on the "Sign Up" button. You will be prompted to enter your email address, name, and create a password. Once you have entered this information, click on the "Sign Up" button. ▪ Create a new study set: Once you have logged into your Quizlet account, click on the "Create a Study Set" button. You will then be prompted to enter a title for your study set and add terms and definitions. ▪ Add terms and definitions: After you have created your study set, you can begin adding terms and definitions related to your topic. Quizlet offers various types of flashcards, including text-based flashcards, image flashcards, and audio flashcards. ▪ Customize settings: Quizlet allows you to customize various settings for your study set, including the visibility of your study set, the language of your study set, and the option to shuffle your cards. 17 ▪ Share your study set: Once you have created your study set, you can share it with your students or colleagues by providing them with a link to your study set or inviting them to collaborate with you on Quizlet. ▪ Review results: As your students or colleagues use your study set, Quizlet will track their progress and provide you with detailed statistics on their performance, including how many times they have studied each card, how long they spent studying each card, and how well they performed on each card. ▪ Make adjustments: Based on the results of your study set, you may want to make adjustments to your terms and definitions to better meet the needs of your students or colleagues. Quizlet makes it easy to edit and update your study sets at any time. By following these steps, you can build a data source on Quizlet that will help you and your students or colleagues reinforce your knowledge of a particular topic in an engaging and interactive way. 2.3.4. Using a huge source of grammar and vocabulary exercises on live worksheet. To use a huge source of grammar and vocabulary exercises on Live Worksheet, you can follow these steps: 18 ▪ Create a Live Worksheet account: To create a Live Worksheet account, go to the Live Worksheet website and click on the "Sign Up" button. You will be prompted to enter your email address, name, and create a password. Once you have entered this information, click on the "Sign Up" button. ▪ Browse the available exercises: Live Worksheet offers a huge source of grammar and vocabulary exercises on a wide range of topics. You can browse the available exercises by subject, level, and type. ▪ Select an exercise: Once you have found an exercise that meets your needs, click on the "Preview" button to review the exercise and make sure it is appropriate for your students. ▪ Customize the exercise: Live Worksheet allows you to customize various settings for your exercise, including the number of questions, the time limit, and the type of questions. You can also add your own instructions and feedback. ▪ Share the exercise: Once you have customized the exercise, you can share it with your students by providing them with a link to the exercise or embedding it in a website or LMS. ▪ Review results: As your students complete the exercise, Live Worksheet will track their progress and provide you with detailed statistics on their performance, including how many questions they answered correctly, how long they spent on each question, and which questions were the most challenging. ▪ Provide feedback: Based on the results of the exercise, you can provide feedback to your students to help them improve their grammar and vocabulary skills. Live Worksheet makes it easy to provide feedback by allowing you to add comments and explanations to each question. By following these steps, you can use a huge source of grammar and vocabulary exercises on Live Worksheet to help your students improve their language skills and prepare for exams or assessments. 19 20
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