Improving Grade 7 Students' Spelling Skills through Kahoot!: Spelling Mnemonics

novenoshielamay0 19 views 22 slides Jul 21, 2024
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About This Presentation

Improving Grade 7 Students' Spelling Skills through Kahoot!: Spelling Mnemonics


Slide Content

Improving Grade 7 Students' Spelling Skills through Kahoot!: Spelling Mnemonics

Kahoot! Kahoot! is a game-based learning platform that makes it easy to create, share and play learning games or trivia quizzes in minutes.

Kahoot!

PLAN OF ACTION 1. A spelling pre-test will be conducted to see the spelling skills of the learners. 2. Discussion of spelling mnemonics using Kahoot. 3. A post-test will be given to identify if the spelling of the students improves.

TIME FRAME

RESULT

ACTION RESEARCH QUESTIONS

1. What was the level of proficiency of the Grade 7 students during the pre-test in terms of their spelling skills?

2. What was the level of proficiency of the Grade 7 students during the post-test in terms of their spelling skills?

3. Is there a significant difference between the pre-test and post-test of Grade 7 students using Kahoot! Spelling Mnemonics intervention?

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RELATED LITERATURE Today, students are called netizens or net generations (Educause.edu, 2019) due to their overuse of web tools. They have been reluctant to improve their spelling, and with that, they were having difficulties spelling words correctly. Incorporating games and learning, the teacher would help the learner identify the correct spelling through game-based learning. Though the learners face technical challenges, learning through games is very interesting.

RELATED LITERATURE The method is to design a game-based questionnaire where students would respond using the Kahoot! It is a game-based student response system (GSRS) where the classroom is temporarily transformed into a game show where the teacher is the game show host and the students are the contenders (Wang 2020). The teacher frames some quiz questions and creates the game using Kahoot! The students would respond to them.

RELATED LITERATURE Students get motivated and get engaged in learning the unknown words and their spelling. Relatively, this game-based learning has a positive effect on the learning ability of the student. It improves class attendance, lessens late arrivals to the class, and increases usage of the dictionary app. The students develop concentration and learn time management.

RELATED LITERATURE Yet there would be some technical glitches, like students from rural backgrounds who may not be aware of using the technology, having extra devices or gadgets, and poor connectivity. Ayumi, & Chan, A. M. (2021).

PRE-TEST RESULTS

PRE-TEST RESULTS TOTAL NUMBER OF STUDENTS 60 Scores Pre-Test 10 9 8 7 6 5 4 4 4 3 11 2 13 1 24

POST-TEST RESULTS

POST-TEST RESULTS TOTAL NUMBER OF STUDENTS 60 Scores Pre-Test 10 10 9 20 8 18 7 10 6 2 5 4 3 2 1