(Skkn 2023) develop digital competencies and self practice of vocabulary and english grammar for 10 graders through building data source on quizziz, kahoot
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SỞ GIÁO DỤC VÀ ĐÀO TẠO NGHỆ AN TRƯỜNG THPT ĐÔ LƯƠNG ****************** SÁNG KIẾN KINH NGHIỆM Đề tài : “DEVELOP DIGITAL COMPETENCIES AND SELF-PRACTICE OF VOCABULARY AND ENGLISH GRAMMAR FOR 10 GRADERS THROUGH BUILDING DATA SOURCE ON QUIZZIZ, KAHOOT” LĨNH VỰC : PHƯƠNG PHÁP DẠY HỌC MÔN TIẾNG ANH Họ Tên: Nguyễn Thị Hải Lý Tổ: Tiếng Anh Số điện thoại: 0975778410 Academic Year 2022- 2023 TABLE OF CONTENTS PART I INTRODUCTION 1.1 Rationale 1.2 Purposes and objectives of the study 1.3 Scope and research methodology 1.4 New factors of the study 1.5 Structure of the study PART II CONTENT OF THE STUDY 2.1 Theoretical background 2.2 Practical situation before carrying out the study 11 2.3 Solutions to the problems 14 2.3.1 Building a system of tests on Quizziz 14 2.3.2 Setting up games related to topics on Kahoots 16 2.3.3 Building a data source on Quizlet 17 2.3.4 Using a huge source of grammar and vocabulary exercises on live worksheet 18 2.4 The effectiveness of the solutions 21 PART III CONCLUSION AND RECOMMENDATIONS 26 3.1 Conclusion 26 3.2 Recommendations 26 APPENDIX 27 APPENDIX 28 APPENDIX 30 APPENDIX 31 APPENDIX 35 APPENDIX 35 APPENDIX 38 PART I INTRODUCTION 1.1 Rationale In today's world, technology is becoming increasingly integrated into our daily lives As such, it is important for students to develop the necessary digital competencies to navigate this technology effectively Furthermore, in order to succeed in the globalized world of today, students must have strong language skills, particularly in English, which has become the international language of communication Therefore, the topic of developing digital competencies and selfpractice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is particularly relevant One reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms offer a fun and engaging way to learn and practice language skills By using gamification techniques to make learning more interactive and enjoyable, these platforms can increase student engagement and motivation Additionally, building data sources on these platforms can help teachers and students track progress and identify areas where students may need additional practice This can make language learning more personalized and effective Another reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms can help students develop self-directed learning skills By practicing at their own pace and receiving immediate feedback on their progress, students can take ownership of their learning and develop important self-directed learning skills Furthermore, building data sources on these platforms can help students identify areas where they need to improve and set goals for themselves This can help students become more proactive in their learning and take responsibility for their own success A third reason for choosing this topic is that Quizizz, Kahoot, and other similar platforms offer flexibility and accessibility These platforms can be accessed from anywhere with an internet connection, making them particularly useful for students who may not have access to traditional classroom resources By using these platforms, students can practice their language skills on their own time, from anywhere in the world This can help level the playing field and ensure that all students have access to high-quality language learning resources In conclusion, the topic of developing digital competencies and self-practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is important in today's world By using these platforms, students can develop important digital competencies while also improving their language proficiency Additionally, these platforms offer a fun and engaging way to learn and practice language skills, help students develop self-directed learning skills, and offer flexibility and accessibility for all students As such, this topic is an important area of study that can benefit both teachers and students alike.Internet is perceived as the most favorable environment for selfeducation, which enables pursuit of all the set objectives of the education process, but most of all, it allows everyone to access the most recent knowledge in a fast, easy and cheap way As a result, the use of information communication technology (ICT) in education has developed since the mid-20th century and is promoting apps such as Quizziz, Kahoot,… as an alternative data source to facilitate student self-learning The combination of web-based games or mobile language learning has aided teachers and students by making teaching and learning more effective This technological method not only raises students’ motivation and autonomy or independence, it also allows students to self-assess based on the feedback provided after immediate assessment In Vietnam, the four most searched and used online quizzes are Kahoot, Quizlet, live worksheet, and Quizizz for teaching and learning vocabulary, particularly for the grammar This online data source is believed to be a highly effective tool to support students' self-assessment, particularly when it comes to learning grammar Formative assessment plays an important role in the continuous development of the language to develop its competences and skills, and to continue to support them in this growth process One of the most important elements in formative assessment is self-assessment, which is an essential element of efficient learning It enables students to activate them as masters in their learning process and develop the necessary skills for independent learning 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 ” 1.2 Purposes and objectives of the study The study on developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data sources on Quizizz, Kahoot, and other similar platforms has several purposes and objectives Firstly, the study aims to investigate the effectiveness of using Quizizz, Kahoot, and other similar platforms in developing students' digital competencies while practicing their English language skills This involves examining how these platforms can improve students' engagement, motivation, and overall language proficiency Secondly, the study seeks to explore the impact of self-directed learning on students' language development By analyzing how students use these platforms to practice their language skills and track their progress, the study aims to identify how self-directed learning can enhance language learning outcomes Thirdly, the study aims to investigate the potential of building data sources on these platforms for tracking student progress and identifying areas where students may need additional support This involves analyzing the data generated by these 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 1.3 Scope and research methodology The scope of the study on developing digital competencies and self-practice of vocabulary and English grammar for 10th graders through building data sources on Quizizz, Kahoot, and other similar platforms is focused on the use of these platforms in language learning among 10th grade students The study aims to investigate the effectiveness of these platforms in improving students' language proficiency and developing their digital competencies The study will be conducted in a specific school or schools, with 10th grade students as the target population The research methodology for this study will involve both quantitative and qualitative research methods The study will use a mixed-methods approach to collect and analyze data The quantitative data will be collected through surveys and pre/post-tests to assess the effectiveness of using Quizizz, Kahoot, and other similar platforms in developing students' language skills The surveys will be administered to both teachers and students to gather information about their perceptions and experiences with using these platforms in language learning The pre/post-tests will be used to assess the students' language proficiency before and after using these platforms The qualitative data will be collected through focus group discussions and interviews with teachers and students The focus group discussions will be used to gather more in-depth information about the students' experiences with using these platforms in language learning, including their engagement and motivation levels, their perceptions of the effectiveness of these platforms, and their experiences with self-directed learning The interviews with teachers will be used to gather more information about their experiences with using these platforms in language learning, including their perceptions of the effectiveness of these platforms and their experiences with using data sources to track student progress The data collected through both quantitative and qualitative research methods will be analyzed using statistical software and thematic analysis The findings of the study will be used to provide insights into the effectiveness of using Quizizz, Kahoot, and other similar platforms in developing students' language skills and digital competencies, and to provide recommendations for improving language education using these platforms 1.4 New factors of the study Based on the initial study on developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data sources on Quizizz, Kahoot, and other similar platforms, there are some new factors that could be considered in the study These factors are: The impact of the pandemic on the use of digital platforms in language learning: The COVID-19 pandemic has forced many schools to switch to online learning, which has increased the use of digital platforms like Quizizz and Kahoot The study could investigate how the pandemic has affected the use of these platforms in language learning and whether they have been effective in supporting students' language development The influence of cultural background on students' engagement with digital platforms: Students' cultural background can affect their engagement and motivation to use digital platforms in language learning The study could investigate how cultural background influences students' engagement with Quizizz, Kahoot, and other similar platforms The role of teachers in supporting students' use of digital platforms: Teachers play a crucial role in supporting students' use of digital platforms in language learning The study could investigate how teachers can effectively support students in using these platforms, such as providing guidance on how to use the platforms effectively and monitoring their progress The effectiveness of different types of questions and activities on these platforms: Quizizz and Kahoot offer a range of question types and activities that can be used to practice language skills The study could investigate the effectiveness of different types of questions and activities in supporting students' language development The long-term impact of using digital platforms on students' language skills: The study could investigate the long-term impact of using Quizizz, Kahoot, and other similar platforms on students' language skills, such as whether they continue to use these platforms after the study period and whether their language proficiency continues to improve 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 1.5 Structure of the study The structure of the study on developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data sources on Quizizz, Kahoot, and other similar platforms could be as follows: I Introduction • Background of the study • Purpose and objectives of the study • New factors of the study • Research methodology II Literature Review • Theoretical framework • The effectiveness of Quizizz, Kahoot, and other similar platforms in language learning • The role of digital competencies in language learning III Methodology • Research design • Participants • Data collection methods • Data analysis methods IV Results • Quantitative data analysis and results • Qualitative data analysis and results VI Conclusion • Summary of the study • Suggestions VII References VIII Appendices • Surveys • Pre/post-tests • Focus group discussion and interview guides PART II CONTENT OF THE STUDY 2.1 Theoretical background 2.1.1 Definition of digital competencies It is defined that digital competencies are a collection of digital skills, categorized into five main areas of focus They are constructed as a tool for students to use to reflect on the digital skills and critical perspectives they improve while at school, in curricular and co-curricular experiences Some students may practice the framework to find new ideas for working with or thinking critically about digital technologies and search for opportunities to explore them, while others will identify skills they have already developed and find language to pronounce them to different audiences, including future employers 2.1.2 Definition of self- learning It is believed that self-learning is an approach to learning where the individual makes the effort to recognize their own learning needs, set learning goals, find the necessary resources, and value their own knowledge As opposed to the traditional learning methods, the outcome of self-learning is not evaluated by any test results, rather it will contribute to improving your skills or knowledge in a specific area, and apply them practically to solve problems, perform tasks, etc 2.1.3 The effectiveness of Quizizz, Kahoot, and other similar platforms in language learning Quizizz, Kahoot, and other similar platforms can be effective tools for language learning These platforms use gamification techniques to make learning more engaging and interactive for students They also provide immediate feedback to students, which can help them identify their strengths and weaknesses and adjust their learning strategies accordingly Here are some ways Quizizz, Kahoot, and other similar platforms can be effective in language learning: • Vocabulary Acquisition: These platforms can be used to help students memorize vocabulary words and their meanings Teachers can create quizzes with audio or picture prompts, and students can compete against each other to see who can answer the most questions correctly • 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 audio prompts, and students can repeat the words or phrases to practice their pronunciation • Cultural Awareness: Quizizz and Kahoot can also be used to help students learn about the culture associated with the language they are learning Teachers can create quizzes with questions about cultural practices, traditions, and holidays Overall, Quizizz, Kahoot, and other similar platforms can be effective tools for language learning However, they should be used in conjunction with other teaching methods to ensure that students are receiving a well-rounded education 2.1.4 The role of digital competencies in language learning Digital competencies play a significant role in language learning in today's digital age The term "digital competencies" refers to the ability to use digital technologies, tools, and resources effectively and efficiently These competencies can have a positive impact on language learning in several ways: ▪ Access to Language Resources: Digital competencies can provide learners with access to a vast array of language resources, including online dictionaries, translation tools, language learning apps, and language exchange platforms These resources can help learners practice their language skills and improve their 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: Digital competencies can also facilitate collaborative learning, allowing learners to work together on projects, practice speaking and listening skills, and give feedback to one another Collaborative learning can enhance language learning by providing opportunities for learners to interact with one another and practice their language skills in a meaningful context ▪ Personalization: Digital technologies can also enable personalized language learning experiences Online platforms can provide learners with customized learning paths, targeted feedback, and adaptive learning tools that adjust to their strengths and weaknesses In summary, digital competencies can enhance language learning by providing learners with access to language resources, increasing engagement, facilitating collaborative learning, and enabling personalized learning experiences It is therefore essential for language learners to develop digital competencies to make the most of digital technologies in their language learning journey 10 APPENDIX Answer the questions by choosing the most appropriate option How helpful did you find them for learning English vocabulary and grammar? • Very helpful • Somewhat helpful • Not very helpful • Not helpful at all How would you rate your overall experience using digital tools for learning English vocabulary and grammar? • Excellent • Good • Average • Poor 30 APPENDIX I LISTENING Section 1: Listen and decide if each of the statements is T (true) or F (false) Bill thinks only men can be firefighters He doesn't think Ann is strong enough Ann thinks men can't be secretaries Ann thinks men can't be nurses Bill is thinking of doing a traditionally female job Section 2: Listen to Rebecca and Adam planning a night together Choose the correct answer Rebecca and Alan decide to meet on A Wednesday B Thursday C Friday They decide to A Go out for dinner B Go out for a drink C Stay in and watch a DVD The Orange Tree is on A Church Road B Love Lane C Potter Street They will meet at A Ten past seven B Twenty to seven C Seven twenty 10 Rebecca met Charlie 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 A fairness B hatred C bias 31 D injustice Mark the letter A, B, C, or D on your answer sheet to indicate the word that differs from the other three in the position of primary stress in each of the following questions 12 A qualify B encourage C medical D liberate 13 A intelligent B education C independent D governmental 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." Daisy: " " 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 A for B from C in D since 18 The headquarter was reorganized to five offices A regional B regionalism C region D regionally 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 32 D most likely APPENDIX Complete the sentences with the correct answer (A, B, C, or D) Computers,cellphones,cameras and televisions are technological A tool B devices Technology devices make our lives A lighter A computer C elements D games C easier D taller B longer the knowledge and data that we save A gives B stores C puts D keep _is any set of instructions that tells the hardware what to A Webcam B Software C Hardware D Printer We can _ to the Internet with just one click A put B find C connect D go You should be careful about which personal photos you want to on Instagram A post B receive Some people can really become A user C get D take to the Internet B fan C addicted D positive Televisions, microwave ovens, cellular phones and computers radiation A get This Ipad has B emit C take D leave C point D pointable screen A untouchable B touch 10 Whenever you're creating a password, it's important to create a strong one that nobody will be able to A think B understand C guess D see 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 K33 pop band BTS?" Phuong:" " 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 octillion atoms make up your entire body Brandon:" " A That's nice of you! B I don't like it C Really? Incredible! D That's horrible! 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 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 A confident B anxious C worried D happy 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 A smiled B cried C laughed Question 16 The judges at the singing contest look very friendly A audiences B coaches 34 C spectators D people D scowl APPENDIX Some photographs of the participants in the study Some screen shots of how students practice with quizizz on smart phones 35 Some screen shots of how students practice with quizizz on computer 36 Photographs of the students in Do Luong upper secondary school using quizziz 37 APPENDIX SURVEY THE URGENCY AND FEASIBILITY OF PROPOSED SOLUTIONS Purpose of the survey The purpose of this survey is to gather information on the urgency and feasibility of proposed solutions aimed at developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot The survey aims to assess the level of difficulty that students face in this section, as well as the effectiveness of proposed solutions in addressing these difficulties The survey may also collect data on the current methods used to teach vocabulary and grammar and any other factors that may impact students' ability to perform well on this section of the exam The information gathered through this survey can be used to guide the development of targeted interventions and strategies aimed at developing digital competencies and self-practice of vocabulary and English grammar for 10 graders Survey content and methods 2.1 Contents The survey content focuses on 02 main issues: Are the proposed solutions really urgent to the current research problem? 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 to 4): Not urgent; Less urgent; Urgent and Very urgent Not feasible; Less feasible; Feasible and VeryViable - Calculate the average score 𝑥̅ according to software Average - Survey the urgency and feasibility of the proposed solution + Survey formfor teachers 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 38 Degree 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? 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? - Not urgent Less urgent Urgent Very urgent Not feasible Little feasible Feasible Very feasible Survey Forms for Students 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 Degree Question 1: In your opinion, is Not urgent it really necessary to develop digital competencies and selfpractice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot in the present time? 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 Not feasible 39 Respondents Compilation of survey subjects TT Object Amount English teachers of high schools in the district 20 10 grade students, at two experimental classes at the work school 82 Survey results on the urgency and feasibility of proposed solutions 4.1 The urgency ofthe proposed solution Assess the urgency of the proposed solution Table 1: For teachers Solutions to discuss Degree 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 the present time? Not urgent Less urgent Urgent Very urgent 0/20 1/20 5/20 14/20 Table 2: For students Solutions to discuss 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? Degree Not urgent Less urgent Urgent Very urgent 0/82 2/82 20/82 60/82 40 Table 3: Calculate average score 𝑥̅ by Average software Parameters TT Solutions 𝑥̅ Level 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? 3,73 Very urgent 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? 3,80 Very urgent From the data obtained in the table above , the following observations can be drawn: Table is likely a survey or questionnaire for teachers, asking for their opinion on the necessity of applying strategies to develop digital competencies and selfpractice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot The table shows the number of respondents who chose each degree of urgency (Not urgent, Less urgent, Urgent, Very urgent) for this solution Out of 26 respondents, 20 of them considered it very urgent to apply such strategies 0.1+1.2+5.3+20.4 The average scores of the four levels are: = 3,73 26 Table is likely a survey or questionnaire for students, asking for their opinion on the necessity of applying strategies to develop digital competencies and selfpractice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot The table shows the number of respondents who chose each degree of urgency (Not urgent, Less urgent, Urgent, Very urgent) for this solution Out of 75 respondents, 55 of them considered it very urgent to apply such strategies 0.1+2.2+20.3+55.4 The average scores of the four levels are: = 3,78 75 Both tables suggest that the majority of respondents, whether they are teachers or students, believe that it is important to apply strategies to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot Furthermore, the high number of respondents who considered it very urgent suggests that this is an important and pressing issue 41 4.2 Feasibility of proposed solutions Assess the feasibility of proposed solutions Table 1: For teachers Solutions to discuss Degree 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? Not Little Very Feasible feasible feasible feasible 0/20 1/20 2/20 17/20 Table 2: For students Solutions to discuss 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? Degree Not feasible Little feasible Feasible Very feasible 0/82 5/82 10/82 67/82 Table 3: Calculate average score 𝑥̅ by Average software Parameters TT Solutions 𝑥̅ In your opinion, is it feasible to to apply some strategies for 10 graders to get higher results in 3,84 reading comprehension section at university entrance exam in the present time? In your opinion, is it feasible to to apply some strategies for 10 graders to get higher results in reading comprehension section at university 3,73 entrance exam in the present time? Level Very feasible Very feasible From the data obtained in the table above, the following observations can be drawn: 42 The table represents the results of a survey conducted among 20 English teachers The survey aimed to determine the feasibility of developing digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot The table includes two columns The first column is labeled "Solutions to discuss" and refers to the potential strategies that can be implemented to improve digital competencies and self-practice of vocabulary and English grammar for 10 graders However, no specific strategies are mentioned in the table The second column is labeled "Degree" and represents the degree of feasibility of the strategies mentioned in the first column The degree of feasibility is categorized into four levels: "Not feasible," "Little feasible," "Feasible," and "Very feasible." According to the table, all 20 English teachers participated in the survey None of them chose "Not feasible" as an option, one teacher selected "Little feasible," two teachers selected "Feasible," and the majority of 17 teachers selected "Very feasible." This implies that most English teachers believed that it is possible to apply some strategies for 10 graders to get higher results in the reading comprehension section of the university entrance exam in the present time The average scores of the four levels are: 0.1+1.2+2.3+23.4 20 = 3,84 Table represents the responses of students to a survey on the feasibility of applying strategies for 10 graders to develop digital competencies and self-practice of vocabulary and English grammar through building data source on Quizziz, Kahoot The table includes two columns: "Solutions to discuss" and "Degree" The first column refers to the potential strategies that can be implemented to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot , however, no specific strategies are mentioned in the table 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." According to the table, 75 students participated in the survey None of them selected "Not feasible" as an option, students selected "Little feasible," 10 students chose "Feasible," while the majority of 67 students selected "Very feasible." This indicates that most students believed that it is possible to develop digital competencies and self-practice of vocabulary and English grammar for 10 graders through building data source on Quizziz, Kahoot The average scores of the four levels are: 0.1+5.2+10.3+60.4 82 = 3,73 With an average feasibility score of 3.83 for teachers and 3.73 for students drawn from the survey results, it can be believed that the proposed solution is very feasible when put into practice 43 REFERENCES Abdul Halim, N., Ariffin, K & Darus, N A (2021) Discovering Students’ Strategies in Learning English Online Asian Journal of University Education (AJUE), 17 (1), 262-268 Ariffin, A (2021) Effects of Student Collaboration on ESL Learners’ Vocabulary Development Asian Journal of University Education (AJUE), 17 (1), 178-191 Allen, M J (2004) Assessing academic programs in higher education San Francisco: Jossey - Bass.Basuki Y & Hidayati Y N (2019) Kahoot! or Quizizz: the Students' Perspectives English Language and Literature International Conference Bekiri, R (2003) Palying with Questions -A Game for Young Learners The Internet TESL Journal (August, 8) Retrieved March 5, 2008, from http://iteslj.org/Lessons/Bekiri-QuestionGame/