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University students’ perceptions in Kahoot!-integrated game-based EFL classes

Year 2023, Issue: 35, 1365 - 1378, 21.08.2023
https://doi.org/10.29000/rumelide.1346634

Abstract

In today's digital landscape, students' lives are profoundly shaped by constant interaction with digital materials. In response, educators persistently seek innovative approaches to enhance educational practices. This research centers on unraveling the perceptions of English as a Foreign Language (EFL) students utilizing Kahoot! for language acquisition. A questionnaire was conducted to investigate students' perceptions regarding Kahoot! implementation in EFL classes, the role of Kahoot use in enhancing student motivation, and the effectiveness of using Kahoot in the language classroom. The study engaged 120 university-level EFL students, of whom 72 volunteers responded to the questionnaire. This survey was conducted among students who utilized Kahoot! throughout the semester, as the game-based tool was seamlessly integrated into the language learning curriculum in the North Cyprus context at the higher education level. Quantitative data was collected through an online questionnaire and evaluated using a four-point Likert scale. The findings illuminated students' positive perceptions of Kahoot!, underscoring its capacity to amplify motivation and engagement. The research proposes that dynamic tools like Kahoot! hold the potential to fashion an interactive, motivational, and effective milieu for language acquisition. These implications echo across curriculum development, technology fusion, and decision-making for educators and education administrators alike. By attaching the advantages of game-based learning platforms such as Kahoot!, educators can cultivate a more captivating and productive language learning atmosphere.

References

  • Adnyani, K. E. K., Adnyana, I. W., Murniasih, N. N., & Suwastini, N. K. A. (2022). Implementing Kahoot! for Japanese Language Learning in Indonesian High School. Journal of Education Technology, 6(2).
  • Alawadhi, A., & Abu-Ayyash, E. A. (2021). Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. Education and Information Technologies, 1-30.
  • Alharthi, S. (2020). Assessing Kahoot's Impact on EFL Students' Learning Outcomes. TESOL International Journal, 15(5), 31-64.
  • Almusharraf, N. (2021). Incorporation of a game-based approach into the EFL online classrooms: Students' perceptions. Interactive Learning Environments, 1-14.
  • Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy, and Education, 28(3), 269-285.
  • Belkhouche, B., Darei, N. A., Salem, S., Mandhari, S. A., & Mehari, M. A. (2014). Learning Arabic through games. In Eighth Annual Conference on Computer Games Multimedia and Allied Technologies (March 2014). CGAT (p. 6).
  • Benhadj, Y., El Messaoudi, M., & Nfissi, A. (2019). Investigating the Impact of Kahoot! on Student s’ Engagement, Motivation, and Learning Outcomes: Ifrane Directorate as a case study. International Journal of Advance Study and Research Work, 2(6), 2581-5997.
  • Brown, J. D. (2002). The Cronbach alpha reliability estimate. JALT Testing & Evaluation SIG Newsletter, 6(1).
  • Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93.
  • Cárdenas-Moncada, C., Véliz-Campos, M., & Véliz, L. (2020). Game-based student response systems: The impact of Kahoot in a Chilean vocational higher education EFL classroom. Computer-Assisted Language Learning Electronic Journal (CALL-EJ), 21(1), 64-78.
  • Chen, Y. M. (2022). Understanding foreign language learners’ perceptions of teachers' practice with educational technology with specific reference to Kahoot! and Padlet: A case from China. Education and Information Technologies, 27(2), 1439-1465.
  • Chiang, Y. T., Lin, S. S. J., Cheng, C. Y., & Liu, E. Z. F. (2011). Exploring online game players’ flow experiences and positive affect. The Turkish Online Journal of Educational Technology, 10(1), 106–114.
  • Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 1-39.
  • Degirmencioglu, Z., Erozan, F., & Saydam, M.B. (2023). Mixed-method approach to an English Course for Students Majoring in Gastronomy and Culinary Arts. Journal of Hospitality & Tourism Education.
  • Ebadi, S., Rasouli, R., & Mohamadi, M. (2021). Exploring EFL learners’ perspectives on using Kahoot is a game-based student response system. Interactive Learning Environments, 1-13.
  • Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement, and academic performance in an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251-3278.
  • Fuster-Guilló, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorín-López, J., Rico-Soliveres, M. L., & Restrepo-Calle, F. (2019). Evaluating impact on motivation and academic performance of a game-based learning experience using Kahoot. Frontiers in Psychology, 10, 2843.
  • Hadijah, H., Pratolo, B. W., & Rondiyah, R. (2020). Interactive game “Kahoot!” as the media of students’ vocabulary assessment. Journal on English as a Foreign Language, 10(1), 84-102.
  • Jackson, G. T., Dempsey, K. B., & McNamara, D. S. (2012). Game-based practice in a reading strategy tutoring system: Showdown in iSTART-ME. In Digital games in language learning and teaching (pp. 115-138). Palgrave Macmillan, London.
  • Janković, A., Maričić, M., & Cvjetićanin, S. (2023). Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz. Journal of Computers in Education, 1-24.
  • Kohnke, L., & Moorhouse, B. L. (2022). Using Kahoot! to gamify learning in the language classroom. Relc Journal, 53(3), 769-775.
  • Korkmaz, S., & Öz, H. (2021). Using Kahoot to improve reading comprehension of English as a foreign language learners. International Online Journal of Education and Teaching, 8(2), 1138-1150.
  • Marsa, S. S., Kuspiyah, H. R., & Agustina, E. (2021). The Effect of Kahoot! Game to Teaching Reading Comprehension Achievement. Journal of English teaching, 7(2), 133-149.
  • Mei, S. Y., Ju, S. Y., & Adam, Z. (2018). Implementing Quizizz as game-based learning in the Arabic classroom. European Journal of Social Science Education and Research, 5(1), 194–198.
  • Moylan, G., Burgess, A. W., Figley, C., & Bernstein, M. (2015). Motivating game-based learning efforts in higher education. International Journal of Distance Education Technologies (IJDET), 13(2), 54-72.
  • Nadi-Ravandi, S., & Batooli, Z. (2022). Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles. Education and Information Technologies, 27(7), 10207-10238.
  • Petrović, L., Stojanović, D., Mitrović, S., Barać, D., & Bogdanović, Z. (2022). Designing an extended smart classroom: An approach to game‐based learning for IoT. Computer applications in engineering education, 30(1), 117-132.
  • Pindosova, T. S. (2023). The use of Kahoot! in Maritime English language teaching.
  • Pinna, G., Mena, J., & Funes, S. (2019). Undergraduate students' perceptions about the use of Kahoot as part of the Flipped Classroom methodology. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, 619-625.
  • Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158.
  • Ruiz, C. G. (2021). The effect of integrating Kahoot! and peer instruction in the Spanish flipped classroom: the student, perspective. Journal of Spanish Language Teaching, 8(1), 63-78.
  • Smith, A., & Brauer, S. (2018). Use of Kahoot! game for increased student motivation and understanding in a Thermodynamics course. In ASEE Southeastern Section Conference.
  • Tan, D., Ganapathy, M., & Kaur, M. (2018). Kahoot! It: Gamification in Higher Education.Pertanika Journal of Social Science and Humanities, 26, 565-582.
  • Tan, D. A. L., Lee, B. C., Ganapathy, M., & Kasuma, S. A. A. (2022). Language Learning in the 21st Century: Malaysian ESL Students' Perceptions of Kahoot!. In Research Anthology on Developments in Gamification and Game-Based Learning (pp. 802-820). IGI Global.
  • Tao, Y., & Zou, B. (2021). Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context. Computer Assisted Language Learning, 1-20.
  • Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149, 103818.
  • Wichadee, S., & Pattanapichet, F. (2018). Enhancement of performance and motivation through application of digital games in an English language class. Teaching English with Technology, 18(1), 77-92.
  • Wirani, Y., Nabarian, T., & Romadhon, M. S. (2022). Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students. Procedia Computer Science, 197, 545-556.
  • Woo, J. C. (2014). Digital game-based learning supports student motivation, cognitive success, and performance outcomes. Journal of Educational Technology & Society, 17(3), 291-307.
  • Yürük, N. (2020). Using Kahoot as a skill improvement technique in pronunciation. Journal of Language and Linguistic Studies, 16(1), 137-153.
  • Żammit, J. (2022). Is mobile game-based learning effective for international adults learning Maltese?. Asian-Pacific Journal of Second and Foreign Language Education, 7(1), 29.
  • Zhang, Q., & Yu, Z. (2021). A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration. Education and Information Technologies, 26(4), 4507-4535.
Year 2023, Issue: 35, 1365 - 1378, 21.08.2023
https://doi.org/10.29000/rumelide.1346634

Abstract

References

  • Adnyani, K. E. K., Adnyana, I. W., Murniasih, N. N., & Suwastini, N. K. A. (2022). Implementing Kahoot! for Japanese Language Learning in Indonesian High School. Journal of Education Technology, 6(2).
  • Alawadhi, A., & Abu-Ayyash, E. A. (2021). Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. Education and Information Technologies, 1-30.
  • Alharthi, S. (2020). Assessing Kahoot's Impact on EFL Students' Learning Outcomes. TESOL International Journal, 15(5), 31-64.
  • Almusharraf, N. (2021). Incorporation of a game-based approach into the EFL online classrooms: Students' perceptions. Interactive Learning Environments, 1-14.
  • Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: A scale development study. Technology, Pedagogy, and Education, 28(3), 269-285.
  • Belkhouche, B., Darei, N. A., Salem, S., Mandhari, S. A., & Mehari, M. A. (2014). Learning Arabic through games. In Eighth Annual Conference on Computer Games Multimedia and Allied Technologies (March 2014). CGAT (p. 6).
  • Benhadj, Y., El Messaoudi, M., & Nfissi, A. (2019). Investigating the Impact of Kahoot! on Student s’ Engagement, Motivation, and Learning Outcomes: Ifrane Directorate as a case study. International Journal of Advance Study and Research Work, 2(6), 2581-5997.
  • Brown, J. D. (2002). The Cronbach alpha reliability estimate. JALT Testing & Evaluation SIG Newsletter, 6(1).
  • Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93.
  • Cárdenas-Moncada, C., Véliz-Campos, M., & Véliz, L. (2020). Game-based student response systems: The impact of Kahoot in a Chilean vocational higher education EFL classroom. Computer-Assisted Language Learning Electronic Journal (CALL-EJ), 21(1), 64-78.
  • Chen, Y. M. (2022). Understanding foreign language learners’ perceptions of teachers' practice with educational technology with specific reference to Kahoot! and Padlet: A case from China. Education and Information Technologies, 27(2), 1439-1465.
  • Chiang, Y. T., Lin, S. S. J., Cheng, C. Y., & Liu, E. Z. F. (2011). Exploring online game players’ flow experiences and positive affect. The Turkish Online Journal of Educational Technology, 10(1), 106–114.
  • Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 1-39.
  • Degirmencioglu, Z., Erozan, F., & Saydam, M.B. (2023). Mixed-method approach to an English Course for Students Majoring in Gastronomy and Culinary Arts. Journal of Hospitality & Tourism Education.
  • Ebadi, S., Rasouli, R., & Mohamadi, M. (2021). Exploring EFL learners’ perspectives on using Kahoot is a game-based student response system. Interactive Learning Environments, 1-13.
  • Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement, and academic performance in an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251-3278.
  • Fuster-Guilló, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorín-López, J., Rico-Soliveres, M. L., & Restrepo-Calle, F. (2019). Evaluating impact on motivation and academic performance of a game-based learning experience using Kahoot. Frontiers in Psychology, 10, 2843.
  • Hadijah, H., Pratolo, B. W., & Rondiyah, R. (2020). Interactive game “Kahoot!” as the media of students’ vocabulary assessment. Journal on English as a Foreign Language, 10(1), 84-102.
  • Jackson, G. T., Dempsey, K. B., & McNamara, D. S. (2012). Game-based practice in a reading strategy tutoring system: Showdown in iSTART-ME. In Digital games in language learning and teaching (pp. 115-138). Palgrave Macmillan, London.
  • Janković, A., Maričić, M., & Cvjetićanin, S. (2023). Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz. Journal of Computers in Education, 1-24.
  • Kohnke, L., & Moorhouse, B. L. (2022). Using Kahoot! to gamify learning in the language classroom. Relc Journal, 53(3), 769-775.
  • Korkmaz, S., & Öz, H. (2021). Using Kahoot to improve reading comprehension of English as a foreign language learners. International Online Journal of Education and Teaching, 8(2), 1138-1150.
  • Marsa, S. S., Kuspiyah, H. R., & Agustina, E. (2021). The Effect of Kahoot! Game to Teaching Reading Comprehension Achievement. Journal of English teaching, 7(2), 133-149.
  • Mei, S. Y., Ju, S. Y., & Adam, Z. (2018). Implementing Quizizz as game-based learning in the Arabic classroom. European Journal of Social Science Education and Research, 5(1), 194–198.
  • Moylan, G., Burgess, A. W., Figley, C., & Bernstein, M. (2015). Motivating game-based learning efforts in higher education. International Journal of Distance Education Technologies (IJDET), 13(2), 54-72.
  • Nadi-Ravandi, S., & Batooli, Z. (2022). Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles. Education and Information Technologies, 27(7), 10207-10238.
  • Petrović, L., Stojanović, D., Mitrović, S., Barać, D., & Bogdanović, Z. (2022). Designing an extended smart classroom: An approach to game‐based learning for IoT. Computer applications in engineering education, 30(1), 117-132.
  • Pindosova, T. S. (2023). The use of Kahoot! in Maritime English language teaching.
  • Pinna, G., Mena, J., & Funes, S. (2019). Undergraduate students' perceptions about the use of Kahoot as part of the Flipped Classroom methodology. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, 619-625.
  • Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158.
  • Ruiz, C. G. (2021). The effect of integrating Kahoot! and peer instruction in the Spanish flipped classroom: the student, perspective. Journal of Spanish Language Teaching, 8(1), 63-78.
  • Smith, A., & Brauer, S. (2018). Use of Kahoot! game for increased student motivation and understanding in a Thermodynamics course. In ASEE Southeastern Section Conference.
  • Tan, D., Ganapathy, M., & Kaur, M. (2018). Kahoot! It: Gamification in Higher Education.Pertanika Journal of Social Science and Humanities, 26, 565-582.
  • Tan, D. A. L., Lee, B. C., Ganapathy, M., & Kasuma, S. A. A. (2022). Language Learning in the 21st Century: Malaysian ESL Students' Perceptions of Kahoot!. In Research Anthology on Developments in Gamification and Game-Based Learning (pp. 802-820). IGI Global.
  • Tao, Y., & Zou, B. (2021). Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context. Computer Assisted Language Learning, 1-20.
  • Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149, 103818.
  • Wichadee, S., & Pattanapichet, F. (2018). Enhancement of performance and motivation through application of digital games in an English language class. Teaching English with Technology, 18(1), 77-92.
  • Wirani, Y., Nabarian, T., & Romadhon, M. S. (2022). Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students. Procedia Computer Science, 197, 545-556.
  • Woo, J. C. (2014). Digital game-based learning supports student motivation, cognitive success, and performance outcomes. Journal of Educational Technology & Society, 17(3), 291-307.
  • Yürük, N. (2020). Using Kahoot as a skill improvement technique in pronunciation. Journal of Language and Linguistic Studies, 16(1), 137-153.
  • Żammit, J. (2022). Is mobile game-based learning effective for international adults learning Maltese?. Asian-Pacific Journal of Second and Foreign Language Education, 7(1), 29.
  • Zhang, Q., & Yu, Z. (2021). A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration. Education and Information Technologies, 26(4), 4507-4535.
There are 42 citations in total.

Details

Primary Language English
Subjects British and Irish Language, Literature and Culture
Journal Section World languages, cultures and litertures
Authors

Zehra Degırmencıoglu This is me 0000-0002-1904-966X

Ilkay Gılanlıoglu This is me 0000-0002-9902-3311

Publication Date August 21, 2023
Published in Issue Year 2023 Issue: 35

Cite

APA Degırmencıoglu, Z., & Gılanlıoglu, I. (2023). University students’ perceptions in Kahoot!-integrated game-based EFL classes. RumeliDE Dil Ve Edebiyat Araştırmaları Dergisi(35), 1365-1378. https://doi.org/10.29000/rumelide.1346634