How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!
Abstract
Keywords
Ethical Statement
References
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Details
Primary Language
English
Subjects
Educational Technology and Computing
Journal Section
Research Article
Authors
Osman Özdemir
*
0000-0002-4536-4049
Türkiye
Publication Date
February 1, 2026
Submission Date
March 28, 2025
Acceptance Date
November 12, 2025
Published in Issue
Year 2026 Volume: 15 Number: 1
