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volume-2-issue-4 (1)

ǀ
ISSUE 4 
ǀ
2022
Scientific Journal Impact Factor (SJIF 2022=4.63) 
Passport: 
http://sjifactor.com/passport.php?id=22230
  
 
269 
UZBEKISTAN |
www.caajsr.uz
 
 
appropriate feedback right after their performance [19]. As they have a good chance to 
thingk about their deeds and comrehend about the ways to improve their language 
comprehension, it can be considered e-based learning in language classrooms assisst 
language learners to improve their metocognition skills. However, the other side of the 
coin shows that, eventhough the functions of the online gamification have a 
considerable advantage over the traditional methods of language teaching, it shouldn’t 
seem or claim to ignore the traditional way of teaching, rather it should assisst to imrove 
language learners skills and comprehension where needed [20].
REFERENCES
1.Wang, A. I., & Lieberoth, A. (2016, October). The effect of points and audio on 
concentration, engagement, enjoyment, learning, motivation, and classroom dynamics 
using Kahoot. In 
European conference on games based learning
(Vol. 20). Academic 
Conferences International Limited. 
2.Herodotou, C. (2018). Young children and tablets: A systematic review of effects on 
learning and development. 
Journal of Computer Assisted Learning

34
(1), 1-9. 
3.Ahundjanova, M. A. (2020). METHODS AND METHODS OF TEACHING 
RUSSIAN AND ENGLISH LANGUAGE AND LITERATURE. 
Экономика
 
и
 
социум

(11), 46-49. 
4.Chen, M. (2014). Postmethod Pedagogy and Its Influence on EFL Teaching 
Strategies. 
English Language Teaching

7
(5), 17-25. 
5. 
Kumaravadivelu, 
B. 
(2001). 
Toward 

postmethod 
pedagogy. 
TESOL 
quarterly

35
(4), 537-560. 
6. Medina, E. G. L., & Hurtado, C. P. R. (2017). Kahoot! A digital tool for learning 
vocabulary in a language classroom. 
Revista Publicando

4
(12 (1)), 441-449. 
7. Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification 
approach: Kahoot as a case study. 
International Journal of Emerging Technologies in 
Learning

13
(2). 
8. Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create 
engagement and active learning: A game-based technology solution for eLearning 
novices. 
Management Teaching Review

2
(2), 151-158. 
9. Chiang, H. H. (2020). Kahoot! in an EFL reading class. 
Journal of Language 
Teaching and Research

11
(1), 33-44. 
10. Livingston, J. A. (2003). Metacognition: An Overview 
11. 
Küng, C. (2017, June 16). 
Portfolio Spotlight: Nearpod & the Classroom of the 
Future
. Nearpodblog. Retrieved March 21, 2022, from 
https://nearpod.com/blog/
 
nearpod-the-classroom-of-the-future/


CENTRAL ASIAN ACADEMIC JOURNAL 
OF SCIENTIFIC RESEARCH 
ISSN: 2181-2489 
VOLUME 2 

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