2022
DOI: 10.3389/feduc.2022.939884
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Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation

Abstract: In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated to exploit online platforms and tools as a more engaging alternative to conventional activities. One of the engaging, and enjoyable games is Kahoot. The purpose of this study is to perceive the course content of Kahoot in the classroom to increase exam scores in vocabulary, and boost student engagement, and motivation. In addition, this study also… Show more

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Cited by 11 publications
(10 citation statements)
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References 51 publications
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“…The current results indicate that effective teaching and learning and faculty assessment and feedback predict pre-service teachers' engagement and motivation, consistent with Li et al (2022) and Rojabi et al (2022). The latter identifies gamification as an online teaching strategy effective in boosting motivation and student involvement.…”
Section: Research Questionsupporting
confidence: 71%
“…The current results indicate that effective teaching and learning and faculty assessment and feedback predict pre-service teachers' engagement and motivation, consistent with Li et al (2022) and Rojabi et al (2022). The latter identifies gamification as an online teaching strategy effective in boosting motivation and student involvement.…”
Section: Research Questionsupporting
confidence: 71%
“…Easy access is one of the most critical attributes a system or application should possess, as it will enable users to feel the effortlessness of utilizing and providing the opportunity to learn and enjoy the application. Additionally, the said game-based application's usability could enhance students' skills by allowing them to think systematically and fast whereas improving their memory capacity, which echoed the findings of other scholars [21,22]. It can be postulated that Kahoot!…”
Section: Discussionmentioning
confidence: 55%
“…Moreover, the result may be hypothesized that Kahoot! helped them attain the lesson's learning objectives through mastery of the topic using games highly supported by previously conducted studies [21,22,23,24]. As Graham MA et al [25] have stated, a lesson's objectives vividly identify what teachers want their students to attain by the end of the lesson, while success criteria specify how students should demonstrate the concepts they received.…”
Section: Discussionmentioning
confidence: 88%
“…Kahoot! games can help teachers and students learn foreign languages by it fun and stress-free and improving vocabulary (Rojabi et al, 2022).…”
Section: Discussionmentioning
confidence: 99%