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.

Highlights

  • Based on the outcomes of the current study, both EG and CG got the same scores on the pretest while they had different performances on the vocabulary posttests

  • The EG who received the instruction through the Kahoot game outperformed the CG on the immediate and delayed posttests. erefore, the null hypothesis of the study “using Kahoot as a game-based learning tool does not develop Iranian EFL learners’ vocabulary recall and retention significantly” is rejected

  • Our findings offer credence to the findings of Putri [47], who investigated the usefulness of a Kahoot game on enhancing students’ vocabulary understanding and discovered that those students who were taught via Kahoot outperformed the control group on a vocabulary posttest

Read more

Summary

Introduction

Technology has infiltrated almost every aspect of our lives in our digital age. technology has revolutionized the way our world operates and progresses. E incorporation of technology into our training has undoubtedly resulted in a plethora of novel learning methodologies and techniques that improve the overall efficiency and productivity of the educational process. As compared to conventional techniques, game-based learning provides an efficient language learning environment for learners. Kahoot is a game-based learning platform utilized in schools and colleges as an educational resource. In fall 2012, a start-up company was founded to improve a new game-based learning platform from the ground up named Kahoot! Is study aimed to develop Iranian EFL learners’ English vocabulary knowledge by using Kahoot as a kind of game-based learning platform. Is study is significant since it worked on a new topic, and its results can encourage teachers and students to apply game-based instruction in language learning. Teachers can keep students engaged in learning by using game-based learning

Review of the Literature
Participants
Instruments
Procedures
Data Analysis
Discussion and Conclusion

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.