An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners’ Vocabulary Recall and Retention

Author:

Ahmed Alim Al Ayub1ORCID,Sayed Biju Theruvil2ORCID,Wekke Ismail Suardi3ORCID,Widodo Mulyanto4ORCID,Rostikawati Dian56ORCID,Ali Muneam Hussein7ORCID,Abdul Hussein Hamed Ali8ORCID,Azizian Mahdieh910ORCID

Affiliation:

1. School of Accounting, Jiujiang University, Qianjin Donglu, Jiujiang 551, Jiangxi, China

2. Department of Computer Science, Dhofar University, PO Box 2509, PCode 211, Salalah, Oman

3. Graduate Program Institute Agama Islam Negeri (IAIN) Sorong, Sorong, Indonesia

4. Universitas Lampung, Bandar Lampung, Indonesia

5. Universitas Pamulang, Tangerang Selatan, Banten, Indonesia

6. Program Doktor Ilmu Manajemen, Program Pascasarjana, Universitas Pasundan, Bandung, Indonesia

7. Al-Nisour University College, Baghdad, Iraq

8. College of Physical Education and Sport Science, Al-Ayen University, Thi-Qar, Iraq

9. Modeling in Health Research Center, Institute for Futures Studies in Health, Kerman University of Medical Sciences, Kerman, Iran

10. Department of General Education, Afzalipour Faculty of Medicine, Kerman University of Medical Sciences, Kerman, Iran

Abstract

Incorporating games into learning a foreign language is an effective strategy that can lower students’ stress and improve their learning. Thus, this study tried to examine the impacts of Kahoot as a game-based learning tool on Iranian EFL learners’ vocabulary recall and retention. To this end, 50 Iranian intermediate learners were chosen for the participants of the study. After that, the participants were randomly assigned to two equal groups, one experimental and one control. Then, the participants’ English vocabulary knowledge was measured by administering a vocabulary pretest. After pretesting process, the participants in both groups received the treatment in two different ways. In the EG, the new vocabulary items were taught using the Kahoot game, while in the CG, the new ones were taught using traditional instruction. After finishing the treatment course, which lasted ten sessions, the two groups took the immediate vocabulary posttest. After three weeks, a delayed vocabulary posttest was administered to both groups to determine the effects of Kahoot on their vocabulary retention. The results of paired samples and independent samples t-tests depicted that there were significant differences between the immediate and delayed posttests of the EG and the CG in favor of the EG. The implications of this study can tell the teachers that teaching through game-based learning tools may produce better results than teaching through traditional methods. Also, the implications of this study can encourage students to practice and learn English even outside of the class context.

Publisher

Hindawi Limited

Subject

Education

Reference56 articles.

1. Kahoot: a digital game resource for learning;R. Dellos;International Journal of Instructional Technology and Distance Learning,2015

2. Role of web search engines in knowledge acquisition;M. S. Ab Yajid;Systematic Reviews in Pharmacy,2020

3. Kahoot! It: gamification in higher education;D. Tan Ai Lin;Pertanika Journal of Social Sciences & Humanities,2018

4. Kahoot in the English language classroom;P. Kaur;South East Asia Journal of Contemporary Business, Economics and Law,2020

5. Multi-faceted Professional Development Designs for Science Teachers' Self-efficacy for Inquiry-based Teaching: A Critical Review

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3