INTRODUCTION
Rationale
In today's technology-driven world, it is essential for students to cultivate digital competencies to effectively navigate various technological tools Additionally, strong language skills, especially in English, are crucial for success in our globalized society Consequently, focusing on the development of digital skills and self-practice in vocabulary and English grammar for 10th graders through platforms like Quizizz and Kahoot is highly relevant.
Quizizz, Kahoot, and similar platforms provide an enjoyable and interactive approach to language learning through gamification, enhancing student engagement and motivation By utilizing these platforms, teachers and students can track progress and pinpoint areas needing improvement, leading to a more personalized and effective language learning experience.
Quizizz, Kahoot, and similar platforms foster self-directed learning skills by allowing students to practice at their own pace and receive immediate feedback This ownership of their learning process enables students to identify areas for improvement and set personal goals, ultimately encouraging them to take responsibility for their success and become more proactive in their educational journey.
Quizizz, Kahoot, and similar platforms provide flexibility and accessibility, allowing students to access learning materials from anywhere with an internet connection This is especially beneficial for those lacking traditional classroom resources, enabling them to practice language skills at their own pace and from any location By utilizing these platforms, all students can access high-quality language learning resources, helping to level the playing field in education.
In conclusion, developing digital competencies and enhancing vocabulary and English grammar for 10th graders through platforms like Quizizz and Kahoot is crucial in today's digital age These tools not only foster essential digital skills but also improve language proficiency in an engaging manner Furthermore, they promote self-directed learning and provide flexibility and accessibility for all students.
As such, this topic is an important area of study that can benefit both teachers and
The Internet serves as a vital platform for self-education, providing easy and affordable access to the latest knowledge Since the mid-20th century, the integration of information communication technology (ICT) in education has led to the rise of applications like Kahoot and Quizizz, which enhance student self-learning through engaging web-based games and mobile language tools These technologies not only boost student motivation and independence but also facilitate self-assessment through immediate feedback In Vietnam, popular online quizzes such as Kahoot, Quizlet, Live Worksheet, and Quizizz are widely used for vocabulary and grammar instruction, proving to be effective tools for supporting self-assessment Formative assessment is crucial for continuous language development, with self-assessment playing a key role in empowering students to take charge of their learning and cultivate essential skills for independent study.
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 ”
Purposes and objectives of the study
The research aims to enhance digital competencies and promote self-practice in vocabulary and English grammar for 10th graders by utilizing data sources on platforms like Quizizz and Kahoot.
The study explores the effectiveness of platforms like Quizizz and Kahoot in enhancing students' digital competencies while practicing English language skills It focuses on how these tools can boost student engagement, motivation, and overall language proficiency.
The study investigates the influence of self-directed learning on students' language development by examining their use of various platforms to practice language skills and monitor progress It aims to determine how self-directed learning can improve language learning outcomes.
The study focuses on exploring the potential of utilizing data sources from these platforms to monitor student progress and pinpoint areas where additional support may be required This includes a thorough analysis of the data generated by these systems.
5 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.
Scope and research methodology
This study explores the development of digital competencies and self-practice in vocabulary and English grammar for 10th graders through platforms like Quizizz and Kahoot It aims to assess the effectiveness of these tools in enhancing language proficiency among students The research will focus on a specific school or schools, targeting 10th grade students as the primary participants.
This study will employ a mixed-methods research methodology, integrating both quantitative and qualitative approaches to data collection and analysis Quantitative data will be gathered through surveys and pre/post-tests to evaluate the effectiveness of platforms like Quizizz and Kahoot in enhancing students' language skills Surveys will target both teachers and students to capture their perceptions and experiences with these tools in language learning, while pre/post-tests will measure students' language proficiency before and after utilizing these platforms.
Qualitative data will be gathered through focus group discussions and interviews with teachers and students Focus group discussions aim to provide in-depth insights into students' experiences with language learning platforms, focusing on engagement, motivation, effectiveness, and self-directed learning Additionally, interviews with teachers will explore their experiences and perceptions regarding the effectiveness of these platforms and their use of data sources to monitor student progress.
The study will analyze data gathered from both quantitative and qualitative research methods using statistical software and thematic analysis The findings aim to offer insights into the effectiveness of platforms like Quizizz and Kahoot in enhancing students' language skills and digital competencies, along with recommendations for improving language education through these tools.
New factors of the study
The initial study on enhancing digital competencies and self-practice in vocabulary and English grammar for 10th graders through platforms like Quizizz and Kahoot has identified new factors worth considering in the research.
The COVID-19 pandemic has significantly accelerated the adoption of digital platforms for language learning, with tools like Quizizz and Kahoot becoming increasingly popular in online education This study aims to explore the effects of the pandemic on the utilization of these platforms and assess their effectiveness in enhancing students' language development.
Cultural background significantly impacts students' engagement and motivation in utilizing digital platforms for language learning This study aims to explore the ways in which cultural factors influence students' interactions with platforms such as Quizizz and Kahoot, among others.
Teachers are essential in facilitating students' engagement with digital platforms for language learning This study aims to explore effective strategies for teachers to support students, including offering guidance on optimal platform usage and tracking their progress.
Quizizz and Kahoot provide various question types and activities designed to enhance language skills This study aims to explore how different question formats and activities contribute to students' language development.
The study aims to explore the long-term effects of digital platforms like Quizizz and Kahoot on students' language skills It will assess whether students maintain their use of these platforms beyond the study period and if their language proficiency continues to enhance over time.
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.
Structure of the study
The study aims to enhance digital competencies and self-practice in vocabulary and English grammar for 10th graders by utilizing data sources on platforms like Quizizz and Kahoot.
• Purpose and objectives of the study
• New factors of the study
• The effectiveness of Quizizz, Kahoot, and other similar platforms in language learning
• The role of digital competencies in language learning
• Quantitative data analysis and results
• Qualitative data analysis and results
• Focus group discussion and interview guides
CONTENT OF THE STUDY
Theoretical background
Digital competencies encompass a range of digital skills organized into five key areas They serve as a framework for students to assess and enhance their digital skills and critical thinking regarding technology during their academic and extracurricular activities While some students may utilize this framework to generate innovative ideas and critically engage with digital technologies, others may recognize and articulate the skills they have already acquired, effectively communicating them to various audiences, including potential employers.
Self-learning is an independent approach to education where individuals identify their own learning needs, establish goals, seek out necessary resources, and appreciate their own knowledge.
Self-learning differs from traditional education as it focuses on skill and knowledge enhancement rather than test scores This approach allows individuals to apply what they learn practically, enabling them to solve problems and complete tasks effectively.
2.1.3 The effectiveness of Quizizz, Kahoot, and other similar platforms in language learning
Quizizz and Kahoot are powerful tools for language learning, utilizing gamification to enhance student engagement and interactivity These platforms offer instant feedback, enabling learners to recognize their strengths and weaknesses, and adapt their learning strategies effectively.
Here are some ways Quizizz, Kahoot, and other similar platforms can be effective in language learning:
Vocabulary acquisition can be enhanced through interactive platforms that assist students in memorizing words and their meanings Educators have the ability to design quizzes featuring audio or visual prompts, fostering a competitive environment where students strive to answer the most questions accurately.
• 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
10 audio prompts, and students can repeat the words or phrases to practice their pronunciation
Quizizz and Kahoot serve as effective tools for enhancing cultural awareness in language learning Educators can design quizzes that incorporate questions related to cultural practices, traditions, and holidays, allowing students to gain a deeper understanding of the culture tied to the language they are studying.
Quizizz and Kahoot are valuable tools for language learning, but they should complement other teaching methods to provide students with a comprehensive education.
2.1.4 The role of digital competencies in language learning
Digital competencies are essential for language learning in the modern digital age, encompassing the effective and efficient use of digital technologies, tools, and resources These skills significantly enhance the language learning experience in various ways.
Digital competencies enable learners to access a wide range of language resources, such as online dictionaries, translation tools, language learning apps, and language exchange platforms These resources are essential for practicing language skills and enhancing 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, supported by digital competencies, enables learners to engage in joint projects, enhancing their speaking and listening skills while providing mutual feedback This approach fosters meaningful interactions among learners, significantly improving their language acquisition by allowing them to practice in a relevant context.
Digital technologies facilitate personalized language learning by offering customized learning paths, targeted feedback, and adaptive tools that cater to individual strengths and weaknesses.
Digital competencies significantly improve language learning by granting access to valuable resources, boosting engagement, promoting collaborative learning, and allowing for personalized experiences Consequently, it is crucial for language learners to cultivate these digital skills to fully leverage technology in their educational journey.
Practical situation before carrying out the study
Many teachers struggle to provide timely feedback, hindering their ability to monitor student progress effectively Additionally, large class sizes prevent teachers from giving individual attention to students during English lessons Furthermore, a lack of computer proficiency among teachers limits the efficiency of their teaching methods.
To gain insights into the use of applications in English teaching, I conducted a survey involving 10 English teachers from Do Luong 1 and Dien Chau 3 upper secondary schools The findings are detailed in APPENDIX 1.
The pie chart illustrates the usage frequency of Quizizz and Kahoot for teaching English grammar and vocabulary to 10th-grade students, divided into five segments that indicate specific frequency ranges.
According to the survey results, 50% of respondents utilize Quizizz or Kahoot monthly for teaching English grammar and vocabulary to their 10th-grade students, while 20% use these platforms on a weekly basis.
The pie chart reveals that 10% of respondents use Quizizz or Kahoot daily, another 10% use it rarely, and the final 10% reported that they never use these platforms.
How often do you use Quizizz or Kahoot to teach English grammar and vocabulary to your 10th-grade students?
Daily Weekly Monthly Rarely Never
12 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
The pie chart illustrates the effectiveness of Quizizz and Kahoot in enhancing students' English grammar and vocabulary skills, divided into four segments that indicate varying levels of effectiveness.
According to the survey results, 50% of respondents find Quizizz and Kahoot somewhat effective in enhancing students' English grammar and vocabulary skills, while 40% believe these platforms are very effective.
A small portion of the pie chart, accounting for 10% of responses, shows that some respondents view Quizizz and Kahoot as only somewhat effective in enhancing students' English grammar and vocabulary skills Notably, no respondents rated these tools as completely ineffective for this purpose.
The pie chart indicates that most respondents view Quizizz and Kahoot as effective tools for enhancing students' English grammar and vocabulary skills.
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
Many students struggle with learning in school due to traditional teaching methods that lead to boredom and a lack of interest In my study, most Vietnamese students faced challenges in developing digital competencies and self-practice in vocabulary and English grammar, lacking essential language skills such as the use of verbs, nouns, and adjectives To enhance their self-learning abilities, students should utilize applications like Quizizz and Kahoot to explore and improve their skills.
Students today encounter several challenges when using learning applications like Quizzes and Kahoot Technical issues, such as slow internet speeds and hardware limitations, can hinder their engagement with interactive features Additionally, unfamiliarity with the interface and navigation can pose difficulties for some students Maintaining focus during sessions is another challenge, as distractions from social media and notifications can disrupt attention Lastly, the fast-paced nature of these applications may impede information retention, making it hard for students to reflect or review effectively after the session.
- To assess the students’ English ability, at the beginning of the study, I distributed a test for 82 10 th graders Here are the results of the pre-test: (APPENDIX 2)
Excellent Good Average Bellow average
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,
The proficiency levels of students are categorized as "Excellent," "Good," "Average," and "Below Average," with each category representing the percentage of total students who achieved those scores Notably, 10 students, accounting for 12% of the total, fell into the "Excellent" category.
"Excellent," 20 students or 24% scored "Good," 30 students or 37% scored
Out of the students who took the test, 22 students, representing 27%, scored "Below average," while the rest achieved an "Average" rating This data offers valuable insights into the English language proficiency levels of the students, which can guide the development of targeted instructional strategies and interventions to enhance their language skills.
2.2.3 The surveys and tests to gather quantitative data on language acquisition and engagement.
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:
To create a Quizizz account, visit the Quizizz website and click on the "Sign Up" button You will need to provide your email address, name, and a password After entering this information, simply click the "Sign Up" button to complete the process.
To create a quiz on Quizizz, simply click the "Create a Quiz" button on your dashboard You will be prompted to enter a title for your quiz and specify the number of questions you wish to include.
To enhance your quiz on Quizizz, start by incorporating a range of question types such as multiple choice, true/false, and open-ended formats Additionally, enrich your questions by including images and videos, which can significantly boost engagement and interactivity.
Quizizz offers customizable settings for your quizzes, enabling you to adjust the time limit for each question, specify the number of attempts allowed for students, and decide if students can view the correct answers after completing the quiz.
After creating and customizing your quiz, you can easily assign it to your students by sharing a link or providing them with a unique access code.
After students finish the quiz, you can assess their performance on each question and download a comprehensive report that includes detailed statistics on their results.
To enhance the effectiveness of your quizzes, consider making adjustments based on the quiz results Quizizz allows for easy editing and updating of your questions and settings, ensuring they align with your students' needs.
Create an engaging and interactive testing system on Quizizz to effectively assess your students' knowledge and understanding by following these steps.
For example, grammar in Unit 1: Simple present and continuous present https://quizizz.com/admin/quiz/613b2177a81f6d0020194bb3/grammar-unit-1- grade-10?searchLocale=
16 https://quizizz.com/admin/quiz/61343bcc1a3ae2001d24b501/present-simple- 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:
To create a Kahoot account, visit the Kahoot website and click on the "Sign up for free" button You will need to provide your email address, name, and a password After entering this information, simply click the "Sign up" button to complete the process.
To create a new Kahoot game, log into your account and click the "Create" button in the top menu You will be prompted to enter a title for your game and choose a topic.
Once your game is created, you can enhance it by incorporating questions relevant to your chosen topic Kahoot provides various question formats, such as multiple choice, true/false, and open-ended options Additionally, you can enrich your questions by including images and videos, making them more interactive and engaging for players.
Kahoot offers customizable game settings, allowing you to adjust the time limit for each question, assign point values, and enable the "double points" feature for added excitement.
Once your game is created, share it with your students by giving them a game PIN They can use this PIN to join the game and participate in the quiz through the Kahoot app or website.
After the game concludes, you can assess the results to evaluate your students' performance on each question Additionally, a downloadable report is available, offering comprehensive statistics on your students' performance.
Kahoot provides a diverse library of pre-made games across various topics, allowing you to search for relevant games that can serve as an enjoyable and interactive method 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
2.3.3 Building a data source on Quizlet
To build a data source on Quizlet, you can follow these steps:
The effectiveness of the solutions
The integration of digital tools like Quizizz, Kahoot, and Quizlet in developing vocabulary and English grammar for 10th graders has proven to significantly enhance language skills These platforms offer an interactive and engaging learning experience, making vocabulary and grammar practice enjoyable and motivating The use of games and quizzes not only reinforces knowledge but also allows students to practice in a fun, low-stress environment Furthermore, these digital resources enable easy tracking of student progress and provide valuable feedback, helping both students and teachers identify areas for improvement and adapt learning strategies Overall, the study highlights the effectiveness of incorporating digital tools to foster digital competencies and enhance language skills among 10th graders.
A survey was conducted among 82 students from two 10th-grade classes at Do Luong 1 Upper Secondary School to assess their attitudes towards using specific applications after the study The results of this survey can be found in Appendix 3.
How helpful did you find them for learning English vocabulary and grammar?
Very helpful Somewhat helpful Not very helpful Not helpful at all
The chart visually represents the distribution of responses regarding the helpfulness of Quizizz and Kahoot for learning English vocabulary and grammar The "Very helpful" segment occupies 50% of the chart, while "Somewhat helpful" accounts for 40% Both "Not very helpful" and "Not helpful at all" segments each represent 5% This data indicates that most surveyed students found these tools beneficial for their learning.
The chart visually represents the distribution of responses from surveyed students regarding their experience with digital tools for learning English vocabulary and grammar The "Excellent" slice occupies 50% of the chart, while "Good" accounts for 40% In contrast, the "Average" slice represents 8%, and "Poor" only 2% This data indicates that the majority of respondents rated their experience as either excellent or good.
- To assess the students’ English ability, at the end of the study, I distributed a test for 82 10 th graders Here are the results of the post-test: (APPENDIX 4)
How would you rate your overall experience using digital tools for learning English vocabulary and grammar?
Excellent Good Average Bellow average
The results of a post-test administered to 82 10th graders to evaluate their English proficiency are summarized in the table The test categorized the students' performance into four levels: "Excellent," "Good," "Average," and "Below Average."
The table provides information about the number of students who fall into each category, as well as the percentage of students in each category
Out of 82 students who took the test, 30 students achieved an "Excellent" rating, representing 37% of the total Additionally, 35 students received a "Good" rating, accounting for 43% Meanwhile, 10 students were rated as "Average," which is 12%, and 7 students, or 8%, were rated lower.
"Below Average" in terms of their English proficiency
Excellent Good Average Bellow average
Mark of the test before and after the study
Before study After study Column1
This table can be useful in helping to identify areas where students may need additional support or instruction in order to improve their English skills
CONCLUSION AND RECOMMENDATIONS
Conclusion
This study explores the impact of using data sources like Quizziz and Kahoot! in English classrooms, revealing that these educational apps significantly enhance students' digital skills and overall learning experiences Students find these apps user-friendly and enjoyable, as they make in-class exercises more engaging, aid in reviewing course materials, and spark interest in language learning The live performance rankings motivate self-study and help students focus during lessons, ultimately reducing test anxiety Additionally, students express a preference for online exercises over traditional paper-based methods.
The study highlights the effectiveness of digital tools like Quizizz, Kahoot, and Quizlet in enhancing 10th graders' vocabulary and English grammar skills These platforms offer an engaging and interactive learning experience, making language practice enjoyable and motivating By incorporating games and quizzes, students can reinforce their knowledge in a fun, low-stress environment Additionally, the ability to track progress and receive detailed feedback allows both students and teachers to identify improvement areas and adjust learning strategies Overall, integrating digital tools into language learning proves to be a valuable approach for developing digital competencies and encouraging self-practice among students.
Recommendations
Teachers and educators are encouraged to integrate digital tools and data sources such as Quizizz, Kahoot, and Quizlet into their language teaching methods These platforms offer an engaging and interactive approach for students to enhance their language skills, making learning enjoyable and motivating Utilizing games and quizzes reinforces knowledge in a fun, low-stress environment Furthermore, these tools provide valuable data for tracking student progress and offering detailed feedback, enabling both students and teachers to identify improvement areas and adjust learning strategies Thus, incorporating digital tools into language learning is essential for developing digital competencies and promoting self-practice of vocabulary and English grammar for 10th graders.
1 How often do you use Quizizz or Kahoot to teach English grammar and vocabulary to your 10th-grade students?
2 How effective do you think Quizizz and Kahoot are in helping your students improve their English grammar and vocabulary skills?
Part 1: Look at five sentences for this part You will hear a man leaving his friend a message about a car For each question, write the correct answer in the gap Write ONE WORD or a number or a date or a time You will hear the recording twice
Part 2: For each question, choose the correct answer You will hear Mona talking to her husband Ken about their holiday
Question 6: How did Mona feel at the start about camping?
Question 7: What did Mona and Ken do on their first day?
A go fishing B go windsurfing C go swimming
Question 8: Next time Ken thinks they should take
A less food B some medicine C more clothes
Question 9: What didn't they like eating?
A fried fish B boiled eggs C grilled sausages
Question 10: What did Ken like best?
A singing by the campfire B walking in the countryside C swimming in the lake
Question 11: Choose the best option that is pronounced differently from the rest
Question 12: Choose the best option that is stressed differently from the rest
Choose the letter A, B, C or D to indicate the word(s) CLOSEST in meaning to the underlined word(s) in each of the following questions
Question 13: But for your support, our band couldn’t have won the Grand Music competition
Choose the letter A, B, C or D to indicate the word(s) OPPOSITE in meaning to the underlined word(s) in each of the following questions
Question 14: In my view, husbands should contribute to the household duties in order to reduce burden on their wives
Choose the letter A, B, C or D on your answer sheet to indicate the correct answer to each of the following question
Question 15: Please let me _ your decision as soon as possible
A knowing B know C to know D known
Question 16: I my parents at the weekend I already bought a train ticket
A visited B visit C am going to visit D will visit
Question 17: Doing housework brings great _to children as it helps them develop necessary life skills
A benefits B practices C hard work D Results
Question 18: In the UK, poor air quality is responsible _ some 40,000 deaths each year
Question 19: Can you play any ? - Yes I can play the flute and the guitar
A musical tools B pieces of music C musical instruments D musical devices
Choose the letter A, B, C or D to indicate the correct response to each of the following exchanges
Question 20: Ha: “How fashionable a pair of trainers you have!”
A I know it’s fashionable B Do you want to know where I bought them?
C Yes, of course D Thanks for your compliment
1 How helpful did you find them for learning English vocabulary and grammar?
2 How would you rate your overall experience using digital tools for learning English vocabulary and grammar?
Section 1: Listen and decide if each of the statements is T (true) or F (false)
1 Bill thinks only men can be firefighters
2 He doesn't think Ann is strong enough
3 Ann thinks men can't be secretaries
4 Ann thinks men can't be nurses
5 Bill is thinking of doing a traditionally female job
Section 2: Listen to Rebecca and Adam planning a night together Choose the correct answer
6 Rebecca and Alan decide to meet on
A Go out for dinner B Go out for a drink C Stay in and watch a DVD
8 The Orange Tree is on
A Church Road B Love Lane C Potter Street
A Ten past seven B Twenty to seven C Seven twenty
A at a party B on a skiing holiday C at the sports centre
II PHONETICS- LEXICO- GRAMMAR- READING
Mark the letter A, B, C or D to indicate the word(s) OPPOSITE in meaning to the underlined word(s) in the following question
11 Discrimination on the basis of race, gender, age or disability is not allowed
In this exercise, you are required to identify the word that has a different primary stress pattern compared to the other three options provided Mark your answer by selecting the letter A, B, C, or D on your answer sheet.
Mark the letter A, B, C, or D on your answer sheet to indicate the correct answer to each of the following questions
14 is a term used to describe distance courses that are offered over the Internet
A Face to face learning B Traditional learning C Online learning D Blended learning
15 William and Daisy are talking about equality
William: "All people have the right to equality of opportunity."
A Opportunities have just come once B You're right
C I've never had the opportunity you had D But you can't measure the equality
16 We will money part way through the financial year
A run off B run into C run out of D run away
17 Viet Nam has been a WHO Member State 17 May 1950
18 The headquarter was reorganized to five offices
19 ASEAN aims collaboration and cooperation among member states
A to promoting B to promote C promote D promoting
20 Poor girls from rural areas with uneducated mothers are to be excluded from learning opportunities than those from urban areas
A as likely B more likely C the most likely D most likely
Complete the sentences with the correct answer (A, B, C, or D)
1 Computers,cellphones,cameras and televisions are technological
2 Technology devices make our lives
3 A computer the knowledge and data that we save
4 _is any set of instructions that tells the hardware what to do
5 We can _ to the Internet with just one click
6 You should be careful about which personal photos you want to on Instagram
7 Some people can really become to the Internet
8 Televisions, microwave ovens, cellular phones and computers radiation
10 Whenever you're creating a password, it's important to create a strong one that nobody will be able to
Circle the letter A, B, C, or D to indicate the most suitable response tocomplete each of the following exchanges
Question 11 Mai is telling Phuong about her favourite band
Mai: "Do you know a lot about the K-
A Of course! They're my favourite B Really? I love them too!
C No, I'm their biggest fan! D You're right They're famous! Question 12 Jake is telling Brandon a fact about the human body
Jake: "Around 7 octillion atoms make up your entire body Brandon:" "
A That's nice of you! B I don't like it
Circle the letter A, B, C, or D to indicate the word(s) OPPOSITE in meaning to the underlined word(s) in each of the following questions
Question 13 She has to stay in bed for 3 weeks to allow her broken leg to heal
A get well B improve C injure D treat
Question 14 Josh was very nervous about his performance in front of the whole school
Circle the letter A, B, C, or D to indicate the word(s) CLOSEST in meaning to the underlined word(s) in each of the following questions
Question 15 He frowned when he saw his grade on the exam
Question 16 The judges at the singing contest look very friendly
Some screen shots of how students practice with quizizz on smart phones
Some screen shots of how students practice with quizizz on computer
Photographs of the students in Do Luong 1 upper secondary school using quizziz
SURVEY THE URGENCY AND FEASIBILITY OF
This survey aims to evaluate the urgency and feasibility of solutions designed to enhance digital competencies and self-practice in vocabulary and English grammar for 10th graders, utilizing platforms like Quizziz and Kahoot It seeks to identify the challenges students encounter in these areas and assess the effectiveness of proposed solutions Additionally, the survey will gather insights on current teaching methods for vocabulary and grammar, as well as other factors influencing students' exam performance The data collected will inform the development of targeted interventions and strategies to improve digital skills and self-study practices in English for 10th-grade students.
The survey content focuses on 02 main issues:
1 Are the proposed solutions really urgent to the current research problem?
2 Are the proposed solutions feasible to the current research problem?
2.2 Survey methods and rating scales
The method used for the survey is Exchange by questionnaire; with a scale of 04 levels (corresponding to scores from 1 to 4):
Not urgent; Less urgent; Urgent and Very urgent Not feasible; Less feasible;
- Calculate the average score 𝑥̅ according to software Average
- Survey the urgency and feasibility of the proposed solution
Please take the time to carefully read and objectively answer the following questions accurately and objectively by checking ( X ) uniquely in the box of the selected option
Question 1: According to the teacher, is it really necessary to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot in the present time?
Not urgent Less urgent Urgent Very urgent
Question 2: Is it feasible develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot in the current time?
Little feasible Feasible Very feasible
We urge you to please take the time to read carefully and answer the following questions correctly by ticking (X) uniquely in the box of the selected option
Question 1: In your opinion, is it really necessary to develop digital competencies and self- practice of vocabulary and
English grammar for 10 graders through building data source on Quizziz, Kahoot in the present time?
Not urgent Less urgent Urgent Very urgent
Question 2: In your opinion, is it feasible to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot in the present time?
Little feasible Feasible Very feasible
1 English teachers of 2 high schools in the district 20
2 10 grade students, at two experimental classes at the work school
4 Survey results on the urgency and feasibility of proposed solutions 4.1 The urgency ofthe proposed solution
Assess the urgency of the proposed solution
Developing digital competencies and self-practice in vocabulary and English grammar for 10th graders is essential in today's educational landscape Utilizing platforms like Quizziz and Kahoot can significantly enhance students' learning experiences These tools not only engage students but also provide valuable data sources for tracking progress and improving language skills Emphasizing digital literacy alongside traditional learning methods prepares students for future academic and professional challenges.
Less urgent Urgent Very urgent
In your opinion, is it really necessary to apply some strategies for 10 graders to get higher results in reading comprehension section at university entrance exam in the present time?
Less urgent Urgent Very urgent
Table 3: Calculate average score 𝑥̅ by Average software
1 According to you, is it really necessary to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on
Quizziz, Kahoot in the present time?
2 In your opinion, is it really urgent to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz,
Kahoot in the current time?
From the data obtained in the table above , the following observations can be drawn:
Table 1 presents a survey for teachers regarding the importance of implementing strategies to enhance digital competencies and self-practice in vocabulary and English grammar for 10th graders using platforms like Quizziz and Kahoot The data reveals that among 26 respondents, 20 rated the urgency of these strategies as "very urgent," highlighting a strong consensus on the need for such educational tools.
The average scores of the four levels are: 0.1+1.2+5.3+20.4
Table 2 presents a survey conducted among 10th-grade students regarding the importance of implementing strategies to enhance digital competencies and self-practice in vocabulary and English grammar through platforms like Quizziz and Kahoot The data reveals that out of 75 respondents, a significant majority of 55 students rated the urgency of these strategies as "very urgent."
The average scores of the four levels are: 0.1+2.2+20.3+55.4
Both teachers and students agree on the importance of implementing strategies to enhance digital competencies and self-practice in vocabulary and English grammar for 10th graders using platforms like Quizziz and Kahoot The significant number of respondents who view this as a very urgent matter highlights the pressing need for these educational approaches.
Assess the feasibility of proposed solutions
In your opinion, is it feasible to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on
Quizziz, Kahoot in the present time?
Little feasible Feasible Very feasible
In your opinion, is it feasible to develop digital competencies and self-practice of vocabulary and
English grammar for 10 graders through building data source on
Quizziz, Kahoot in the present time?
Little feasible Feasible Very feasible
Table 3: Calculate average score 𝑥̅ by Average software
1 In your opinion, is it feasible to to apply some strategies for 10 graders to get higher results in reading comprehension section at university entrance exam in the present time?
2 In your opinion, is it feasible to to apply some strategies for 10 graders to get higher results in reading comprehension section at university entrance exam in the present time?
From the data obtained in the table above, the following observations can be drawn:
A survey involving 20 English teachers was conducted to assess the feasibility of enhancing digital competencies and promoting self-practice in vocabulary and English grammar for 10th graders The focus was on utilizing platforms such as Quizziz and Kahoot to build a comprehensive data source for this purpose.
The table presents two columns, with the first labeled "Solutions to Discuss," highlighting potential strategies aimed at enhancing digital competencies and promoting self-practice in vocabulary and English grammar for 10th graders.
However, no specific strategies are mentioned in the table
The second column, titled "Degree," indicates the feasibility of the strategies listed in the first column This feasibility is classified into four distinct levels: "Not feasible," "Little feasible," "Feasible," and "Very feasible."
The survey included all 20 English teachers, with none selecting "Not feasible." One teacher indicated "Little feasible," two chose "Feasible," while the majority, 17 teachers, opted for "Very feasible." This suggests that most English teachers believe it is possible to implement strategies for 10th graders to improve their reading comprehension scores on the university entrance exam.
The average scores of the four levels are: 0.1+1.2+2.3+23.4
Table 2 displays student responses to a survey assessing the feasibility of implementing strategies for 10th graders aimed at enhancing digital competencies and self-practice in vocabulary and English grammar through the creation of data sources on platforms like Quizziz and Kahoot.
The table presents two columns: "Solutions to discuss" and "Degree." The first column outlines potential strategies for enhancing digital competencies and self-practice in vocabulary and English grammar for 10th graders by utilizing platforms like Quizziz and Kahoot, although it does not specify any particular strategies.
The second column labeled "Degree," indicates the degree of feasibility of these strategies, categorized into four levels: "Not feasible," "Little feasible," "Feasible," and "Very feasible."
A survey involving 75 students revealed that none found the development of digital competencies and self-practice of vocabulary and English grammar for 10th graders "Not feasible." While 5 students rated it as "Little feasible" and 10 as "Feasible," a significant majority of 67 students deemed it "Very feasible." This suggests a strong belief among students in the potential of utilizing platforms like Quizziz and Kahoot to enhance their learning experience.
The average scores of the four levels are: 0.1+5.2+10.3+60.4
The survey results indicate a high feasibility for the proposed solution, with an average score of 3.83 for teachers and 3.73 for students This suggests that the solution is likely to be effective when implemented.