November 2023

Volume 06 Issue 11 November 2023
Application Kahoot Software in History of Vietnamese Communist Party at Can Tho University of Technology
1Dr. Pham Thi Hue, 2Master. Tran Huu Tinh
1,2 Can Tho University of Technology, Can Tho City, Vietnam
DOI : https://doi.org/10.47191/ijsshr/v6-i11-21

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ABSTRACT

In the 21st century, the 4.0 revolution has impacted every aspect of the world's social life. In Vietnam, the education field has made strong changes in the technological age. Following that trend, Can Tho University Technology has actively applied information technology in teaching, typically in the subject History of the Communist Party of Vietnam. Previously, following the traditional method of "teacher reads, students copy" this subject caused boredom for learners. Therefore, it is necessary to apply Kahoot software in teaching the History of the Vietnamese communist party. From there, enhancing visualization, contributing to improving the quality of comprehension, and mastering historical knowledge of the Vietnamese communist party with multiple-choice questions in a more positive way.

KEYWORDS:

application, Kahoot software, history of Vietnamese communist party, Can Tho University of Technology.

REFERENCES
1) Ministry of Education and Training, 2005, History textbook of the Communist Party of Vietnam, Truth National Political Publishing.

2) Hanoi National University - International Francophone Institute, 2022, Proceedings of the International Conference "Digital transformation and higher education: When challenges are opportunities". Hanoi National University Publishing.

3) Minh Hoang, Thi Duong. 2023.Applying Kahoot software in the Teaching Process Module "Organization of activities to understand the plant world and animals for primary school students" at the Hue University of Peademics.

4) Svetlana Zizikova , Petr Nikolaev , and Alexander Levchenko,2023, Digital transformation in education. International Scientific and Practical Conference "Development and Modern Problems of Aquaculture", E3S Web of Conf. Volume 381, https://doi.org/10.1051/e3sconf/202338102036

5) Kahoot.2017. The digital transformation of education. Kahoot EdTrends report June2017. Accessed from: https://kahoot.com/files/2017/06/Kahoot-EdTrends-Report-June17-FINAL.pdf (19/9/2023)

6) Kahoot. 2017. The Kahoot! Guide to creating and playing learning games. Kahoot

7) Library. Accessed from: https://kahoot.com/files/2017/07/Kahoot_guide_to_creating_and_playing_learning_games.pdf (19/9/2023)
Volume 06 Issue 11 November 2023

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