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Google classroom

Google Classroom functions as an electronic central node that facilitates the coordination and
communication processes in an educational environment (G Suite for Education, 2023). Educators
can synchronise resource sharing, assignment creation, and distribution, as well as provide feedback,
on a centralised platform. This facilitates enhanced transparency and accessibility, enabling learners
to retrieve resources at their convenience and from any location (Guruswamy, 2021). In addition,
online forums and discussion sections promote knowledge sharing and active participation among
peers, thereby nurturing a collaborative learning environment (Egbert, 2020).

Kahoot

Kahoot! infuses the learning experience with an atmosphere of amusement and amicable rivalry via
its interactive quizzing platform (Kahoot! n.d.). Annotators possess the ability to generate or opt for
thought-provoking multiple-choice examinations encompassing a wide range of subjects, to which
pupils respond instantaneously via their electronic devices. By integrating elements of gamification
such as knowledge retention, motivation, and immediate feedback, the learning process is
transformed into one that is both engaging and pleasurable (Burke, 2022). In addition, analytic
capabilities of Kahoot! offer educators significant insights into students' comprehension, enabling
them to pinpoint areas that require further emphasis and tailor their instructional approaches
accordingly (Al-Qahtani, 2021).

Zoom

Zoom video conferencing enables teachers and pupils who are geographically dispersed to engage in
real-time communication and virtual classrooms (Zoom Video Communications, n.d.). This
technology is extraordinarily useful in situations involving distance learning, as it facilitates
interactive lectures, discussions, and group projects in an online environment. Moreover,
functionalities such as screen sharing and breakout spaces provide a wide array of opportunities for
dynamic collaborative learning, transcending geographical limitations (Ahn, 2020). In order to
accommodate various learning styles and requirements, Zoom can also be utilised to record sessions
for asynchronous learning or to review essential points (Means et al., 2013).

Conclusion

Although each application presents distinct advantages, their true potential resides in the way they
can be combined. By incorporating Kahoot! for gamification, Google Classroom for organisation, and
Zoom for real-time interaction, an all-encompassing and captivating learning environment can be
established. This potent amalgamation accommodates a wide range of learning preferences, fosters
cooperation and correspondence, and enables individualised and flexible pedagogical methods. With
the perpetual advancement of technology, educators who adopt these tools and delve into their
imaginative potential can grant their students access to an array of enriching learning experiences.

References:

Hidayat, S. et al. (2022) The Effectiveness of Online Learning Using Zoom Meetings at Elementary
Schools, IJTES. Available at: https://files.eric.ed.gov/fulltext/EJ1357193.pdf (Accessed: 30 January
2024).

Hidayat, S., Lovita, I. D., Zakiyah, Z., Mimin, & Nupratiwi, A. (2022). The effectiveness of online
learning using Zoom meetings at elementary schools. International Journal of Technology in
Education and Science (IJTES), 6(4), 559-568. https://doi.org/10.46328/ijtes.367
Holbrey, C.E. (2020) Kahoot! Using a game-based approach to blended learning to support effective
learning environments and student engagement in traditional lecture theatres,
1475939x.2020.1737568 - leeds beckett university. Available
at:https://eprints.leedsbeckett.ac.uk/id/eprint/5889/1/KahootUsingaGame-
BasedApproachtoBlendedLearningAM-HOLBREY.pdf (Accessed: 30 January 2024).

Licorish, S.A. et al. (2018) Students’ perception of Kahoot!’s influence on teaching and learning -
research and practice in technology enhanced learning, SpringerOpen. Available at:
https://telrp.springeropen.com/articles/10.1186/s41039-018-0078-8 (Accessed: 30 January 2024).

Egbert, J. (2020). Google Classroom: A review of the research. Journal of Online Learning Research,
5(2), 309-325.

Edwards, L. (2022) What is google classroom?, TechLearningMagazine. Available at:


https://www.techlearning.com/features/what-is-google-classroom (Accessed: 29 January 2024).).

Moonma, J. (2021) ‘Google classroom: Understanding EFL students’ attitudes towards its use as an
online learning platform’, English Language Teaching, 14(11), pp. 38–40. doi:10.5539/elt.v14n11p38.

Massner, C.K. (2021) The use of videoconferencing in Higher Education, IntechOpen. Available at:
https://www.intechopen.com/chapters/77715 (Accessed: 30 January 2024).

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