THE EFFECT OF USING KAHOOT AS A GAME-BASED LEARNING TOOL ON VOCABULARY ACQUISITION OF GRADE 10 LEARNERS
DOI:
https://doi.org/10.46827/ejlll.v9i1.608Keywords:
game-based learning, Kahoot, vocabulary acquisition, Grade 10 learners, educational technologyAbstract
Developing vocabulary is the essential first step to language development, impacting students’ reading comprehension, academic achievement, and communication skills. Traditional approaches, such as rote memorization, often do not support long-term memory. This study examined the effectiveness of Kahoot, an online game-based learning platform, on vocabulary acquisition among Grade 10 learners. The study, a quasi-experimental one-group pretest-posttest, involved 40 participants from a selected secondary school. A 25-item vocabulary test was administered before and after the intervention, and data were analyzed using descriptive statistics and a paired t-test to determine significant differences in mean scores. Results showed a significant improvement in post-test scores compared to pre-test scores, indicating that Kahoot enhanced vocabulary proficiency. The interactive and gamified nature of Kahoot increased motivation, engagement, and retention among learners. These findings align with prior research highlighting the impact of gamification on learner engagement and motivation. Educators are encouraged to integrate game-based learning tools to enhance vocabulary retention, while future research should explore long-term effects and applicability across diverse learning contexts.
References
Ahmed, A., Sayed, et al., 2022. An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners’ Vocabulary Recall and Retention, Education Research International, 2022, 9739147, 10 pages. https://onlinelibrary.wiley.com/doi/10.1155/2022/9739147
Alawadhi, A., Abu-Ayyash, E.A.S, 2021. Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. Educ Inf Technol 26, 3629–3658. Volume 26, pages 3629–3658. https://www.researchgate.net/publication/348578062_Students'_perceptions_of_Kahoot_An_exploratory_mixed-method_study_in_EFL_undergraduate_classrooms_in_the_UAE
Ayumi, A. & Chan, Al, 2021. Improving Students’ English Vocabulary Using Kahoot!. 10.2991/assehr.k.210202.027. https://www.researchgate.net/publication/353311175_Improving_Students_English_Vocabulary_Using_Kahoot
Baguio, F., et al., 2021 J. Phys.: Conf. Ser. 1835 012014 https://iopscience.iop.org/article/10.1088/1742-6596/1835/1/012014/pdf
Ciaramella, K, 2020. Using Kahoot! as a formative assessment tool in foreign language classrooms. Theory and Practice in Language Studies, 10(11), 1253–1260. https://www.academypublication.com/issues2/tpls/vol10/11/01.pdf
DeVellis, R. F, 2017. Scale development: Theory and applications (4th ed.). SAGE Publications. https://tms.iau.ir/file/download/page/1635238305-develis-2017.pdf
Ergashev, R., & Bustanov, K, 2024. Balancing Tradition and Technology: a Comparative Study on Vocabulary Acquisition in Intermediate English Learners. American Journal of Social Sciences and Humanity Research, 4(10), 16–29. https://www.theusajournals.com/index.php/ajsshr/article/view/3695
Flores Quiroz, M., Gutiérrez, R., Rocha, F., Valenzuela, M. P., & Vilches, C, 2021. Improving English vocabulary learning through Kahoot! A quasi-experimental high school experience. Teaching English with Technology, 21(2), 3-13. https://files.eric.ed.gov/fulltext/EJ1293906.pdf
Hann, N, 2021. The Effectiveness of Learning Vocabulary through Games in Comparison with that in Traditional Technique. GPH-International Journal of Educational Research, 4(05), 68-82. https://www.gphjournal.org/index.php/er/article/view/419
Kozanitis, A., & Nenciovici, L, 2023. Effect of active learning versus traditional lecturing on the learning achievement of college students in the humanities and social sciences: a meta-analysis. High Educ 86, 1377–1394. https://link.springer.com/article/10.1007/s10734-022-00977-8
Korkmaz, S. & Öz, H, 2021. Using Kahoot to improve reading comprehension of English as a foreign language learner. International Online Journal of Education and Teaching (IOJET), 8(2). 1138-1150. https://files.eric.ed.gov/fulltext/EJ1294319.pdf
Laura-De La Cruz, K.M., et al., 2023. Use of gamification in English learning in higher education: A systematic review. Journal of Technology and Science Education, 13(2), 480-497. https://www.jotse.org/index.php/jotse/article/view/1740
Licorish, Sherlock & George, Jade & Owen, Helen & Daniel, Ben, 2017. “Go Kahoot!” Enriching Classroom Engagement, Motivation and Learning Experience with Games. https://www.researchgate.net/publication/322150947_Go_Kahoot_Enriching_Classroom_Engagement_Motivation_and_Learning_Experience_with_Games
Lutfiah, 2021. The effectiveness of Kahoot in teaching vocabulary at eighth-grade MTs Al-Hidayah Purwokerto (Undergraduate thesis). State Islamic University Prof. K.H. Saifuddin Zuhri. https://repository.uinsaizu.ac.id/22278/1/LUTFIAH_THE%20EFFECTIVENESS%20OF%20KAHOOT%20IN%20TEACHING%20VOCABULARY%20AT%20EIGHTH%20GRADE%20MTs%20AL-HIDAYAH%20PURWOKERTO.pdf
Madden, O. N, 2022. Edutainment: assessing students’ perceptions of Kahoot! as a review tool in French L2 classes (pp. 240-245). https://files.eric.ed.gov/fulltext/ED625196.pdf
Mat Husin, M.Z., & Azmuddin, R.A, 2022. Learner Engagement in Using Kahoot! within a University English Proficiency Course. Educational Process: International Journal, 11(2): 167-180. https://files.eric.ed.gov/fulltext/EJ1356418.pdf
Putri, A, 2019. The Effectiveness of Using Kahoot Game to Improve Students’ Vocabulary Comprehension: A Quasi-Experimental Research of Seventh Grade Students of SMP N 15 Semarang in the Academic Year of 2019/2020. Undergraduate thesis, UNNES. https://lib.unnes.ac.id/34277/
Talapova A.K., & Abdusalamova A.M, 2024. The effectiveness of the digital game Kahoot on vocabulary acquisition. World Scientific Reports, 8. Retrieved from https://ojs.publisher.agency/index.php/WSR/article/view/4858
Villanueva, L., Sinampaga, J.-Rald., Flordeliza, S. M., Valera, J. K. & Tamayo, S, 2022. Kahoot! App: An Interactive Tool to Enhance the English Participation of Grade 7 Students. American Journal of Arts and Human Science, 1(2), 25–32. https://journals.e-palli.com/home/index.php/ajahs/article/view/315
Zahro, F., Mustofa, M., & Romadhon, M, 2024. The Effectiveness of Kahoot Application in Enhancing Vocabulary Skill: Perspective of Teachers and Students. JELTIC, 1(1), 1-11. https://jeltic.org/index.php/ejournal/article/view/2
Zhang, Qi & Yu, Zhonggen, 2021. A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration. Education and Information Technologies. 26. 1-29.https://www.researchgate.net/publication/349964082_A_literature_review_on_the_influence_of_Kahoot_On_learning_outcomes_interaction_and_collaboration
Zulfirah, W., Darmawan, D., & Maf’ulah, M, 2023. The Effectiveness of Kahoot Game in Improving Students’ Vocabulary Mastery. Datokarama English Education Journal, 4(2), 85–98. https://deejournal.org/index.php/dee/article/view/75


