Students will:
Identify basic feelings vocabulary.
Practice pronunciation.
Use simple sentences to express feelings.
Participate in an AI-generated song.
Complete interactive digital activities.
OBJECTIVE
WHAT ARE FEELINGS?
REFERENCES
Kahoot! (2025, 11 de junio). Who and what is behind Kahoot! Kahoot! Help & Resource Center. https://support.kahoot.com/hc/en-us/articles/115000472827-Who-and-what-is-behind-Kahoot
Zhang, R., Zou, D., & Cheng, K. S. (2023). Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development. System, 119, Article 103173. https://doi.org/10.1016/j.system.2023.103173
Kazu, İ. Y., & Kuvvetli, M. (2023). A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition. Education and Information Technologies, 28, 13541–13567. https://doi.org/10.1007/s10639-023-11756-y
Navinkumar, A., & Sivakami, B. (2024). Learning by gaming: Investigating the effectiveness of Kahoot! on young ESL learners’ language performance. World Journal of English Language, 14(3), 148–157. https://doi.org/10.5430/wjel.v14n3p148
Jia, W., Zhang, L., Pack, A., Guan, Y., & Zou, B. (2024). Digital game-based learning’s effectiveness on EFL learners’ receptive and productive vocabulary knowledge. Language Learning & Technology, 28(1), 1–21. https://doi.org/10.64152/10125/73554