Kahoot as an Effective Tool for Gamification and Retention of Newly Learned English Vocabulary: a Case Study in a Preparatory Class at a State University in Turkey
Nihal Göy, Gebze Technical University, Turkey (Turkey)
Abstract
Using games in language teaching is not a new concept but widespread use of mobile devices and current interest in mobile language learning has led to big changes in the way games are played and so are languages taught and learnt. Students enjoy playing on their mobile phones and language teachers are looking for new way to turn this into an advantage in education. Although there are many available Web 2.0 tools to integrate games in language teaching, it is important to be selective in deciding on what and how to use. To contribute the literature on using Information and Communication Technologies (ICT) in language teaching, the present study focuses on the effectiveness of using “Kahoot”, a digital game platform, for revision and retention of new vocabulary and its motivational effect. 36 students participated in the study as divided equally into experimental and control groups. While the control group learnt 30 target vocabulary items in the traditional way, the experimental group practiced new vocabulary items with a Kahoot session for three weeks. Comparisons of pre-test, post-test and delayed post-test scores between groups showed that experimental group performed significantly higher that the control group. It was also found that students enjoyed playing the game and believed that it was helpful to remember vocabulary.
Keywords |
Kahoot, mobile learning, gamification, vocabulary learning, retention |