An Open Access International JournalExplore Your Research to the world....

March 2025

Volume 08 Issue 03 March 2025
Technology in Foreign Language Education: Using the Blooket Platform to Enhance Motivation for Vietnamese Learners of Foreign Language
1Le Phuong Duy, 2Do Cam Tu, 3Huynh Mai Thuy Van
1,2,3Tra Vinh University, 126 Nguyen Thien Thanh Street, Ward 5, Tra Vinh City, Tra Vinh Province, Vietnam
DOI : https://doi.org/10.47191/ijsshr/v8-i3-69

Google Scholar Download Pdf
ABSTRACT

In recent years, teaching and learning methods combined with online media participation have gradually become the mainstream trend in universities, especially in foreign language classrooms. Due to the impact of the COVID-19 pandemic, lecturers and students have to get used to online teaching and learning activities gradually. To ensure the quality of lectures and effective learning for students, lecturers need to look for and study effective and attractive teaching methods. It cannot be denied that, at present, the Internet is well-developed, and online learning supporting platforms are being developed more and more. This paper introduces one of the platforms namely Blooket for foreign language teachers to integrate into different stages of their lessons for enhancing the motivation of Vietnamese learners of Foreign Languages. The responses of 113 participants in a university in the south of Vietnam show that using the Blooket platform creates great motivation and interest in learning foreign languages for the majority of students. Besides, the use of the Blooket platform in learning foreign languages is considered effective in increasing students’ memorization, concentration, and cooperation with friends and teachers. Orientations to apply this supportive tool in teaching students majoring in foreign languages are also discussed in this article.

KEYWORDS:

foreign language classrooms; online teaching and learning activities; online learning supporting platforms, Blooket platform

REFERENCES
1) Huang, W. H.-Y. and Soman, D. 2013. Gamification of Education. Research Report Series: Behavioural Economics in Action. Rotman School of Management, University of Toronto.

2) Jackson, A. 2021. Effective use of game-based eLearning in higher education. eLearning Industry. Retrieved from https://elearningindustry.com/effective-use-game-based-elearning-higher-education

3) Gee, J. P. 2003. What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20-20. https://doi.org/10.1145/950566.950595

4) Nguyen, D. 2020. Application of information technology in effective foreign language teaching. Online English Center CEP Edu. Retrieved from https://cep.com.vn/ung-dung-cntt-trong-day-hoc-ngoai-ngu/

5) Wright, A., Betteridge, D., and Buckby, M. 1984. Games for language learning. Cambridge University Press.

6) Lee, S. K. 1995. Creative games for the language class. Forum, 33(1). Retrieved from http://eca.state.gov/forum/vols/vol33/no1/p35.htm

7) David, K. and Hollowell, J. 1989. Inventing and playing games in the English classroom. Oxford University Press.

8) Chung, T. M. 2021. Nghiên cứu tổng quan về dạy học theo quan điểm sư phạm tương tác [Overview of teaching from the perspective of pedagogical interaction]. Ho Chi Minh City Open University Journal of Science, 16(2), 123-133. https://doi.org/10.46223/HCMCOUJS.soci.vi.16.2.1996.2021
Volume 08 Issue 03 March 2025

Indexed In

Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar