Exploring gamification within the teaching and learning of isiZulu first additional language: A case study on the use of Kahoot to motivate young learners.
dc.contributor.advisor | Gokool, Roshni. | |
dc.contributor.author | Chiliza, Noluthando Noxolo. | |
dc.date.accessioned | 2025-04-15T12:29:53Z | |
dc.date.available | 2025-04-15T12:29:53Z | |
dc.date.created | 2023 | |
dc.date.issued | 2023 | |
dc.description | Masters Degrees (African Languages)DBN | |
dc.description.abstract | Traditional methods of second language learning, especially in the case of isiZulu as a First Additional Language (FAL), have often been analysed for their tedious and grammar-focused nature. These traditional methods can lead to a loss of learner commitment and inspiration. The outcome of this research study suggests that learners become disinterested due to the outdated and uninspiring teaching methods used for African languages like isiZulu. Therefore, this study seeks to explore the integration of Kahoot as an advanced instrument within the isiZulu FAL classroom to advance a more engaging and collaborative learning environment. Kahoot!, a popular gamification platform, allows learners to participate with isiZulu FAL in a fun and encouraging manner. This method signifies a departure from traditional teaching methods, aiming to reignite learners' curiosity and excitement for the language. However, there is a lack of research investigating integrating technology and gamification into the teaching and learning of isiZulu FAL, making this study particularly significant and innovative. The research targets grades 4,5 and 6 learners, aiming to evaluate the influence of Kahoot! on their isiZulu FAL learning experience. Data collection for this study is facilitated using an online questionnaire via Google Forms, allowing for effective and appropriate data gathering. Additionally, classroom observations provided a constructive qualitative perception of the learners' interactions with Kahoot! and their overall learning experiences. Existing research has proven that gamification-based platforms like Kahoot! can effectively motivate learners and advance language learning outcomes. Kahoot! is an active and engaging tool for both teaching and assessment purposes. This study aimed to contribute to the existing understanding by investigating the benefits and challenges of applying Kahoot! within the isiZulu FAL classroom by leveraging these findings. Drawing on support from previous studies that have emphasised the language learning effectiveness of Kahoot!, this research endeavours to offer perceptions and suggestions for the improved integration of Kahoot! into the isiZulu FAL curriculum. The study seeks to investigate the perception of Kahoot! as an instrumental resource for educators and learners alike, encouraging effective language learning within the isiZulu FAL context. | |
dc.identifier.uri | https://hdl.handle.net/10413/23657 | |
dc.language.iso | en | |
dc.subject.other | IsiZulu first-additional language. | |
dc.subject.other | Game-based learning. | |
dc.subject.other | Kahoot. | |
dc.subject.other | Traditional methods. | |
dc.subject.other | Technology. | |
dc.title | Exploring gamification within the teaching and learning of isiZulu first additional language: A case study on the use of Kahoot to motivate young learners. | |
dc.type | Thesis | |
local.sdg | SDG4 |