Research Article

How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!

Volume: 15 Number: 1 February 1, 2026
EN

How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!

Abstract

Empirical evidence on the effectiveness of game-based digital tools in foreign language vocabulary learning and long-term vocabulary retention in the university setting remains limited. This study aims to investigate the effect of Kahoot!, a game-based digital tool, on vocabulary learning and retention among English as a foreign language (EFL) learners in a university preparatory class. The study also aims to obtain student views and perspectives on the vocabulary learning experience with Kahoot!. Using a mixed-method design, this study was conducted with the participation of 43 university students, 21 in the experimental group and 22 in the control group. Data were collected through pre-tests, post-tests and delayed retention tests and analyzed using independent sample t-tests and Mann-Whitney U test. In addition, semi-structured interviews were conducted with 21 students who participated in the experimental process to obtain student views and perspectives on the vocabulary learning experience with Kahoot! and these findings were presented within the framework of comprehensive thematic analysis. The results revealed that while both groups showed improvement in vocabulary acquisition, the experimental group showed statistically significantly higher success rates at the large effect level (η² = 0.23) and significantly higher retention rates at the large effect level (η² = 0.20) compared to the control group (p < .05). According to qualitative findings, Kahoot! application increases student motivation by increasing vocabulary learning success and retention, and encourages active participation, cooperation and competition by providing an interactive and fun learning environment.

Keywords

Ethical Statement

This study was approved by the Scientific Ethics Review Board of the School of Foreign Languages at Selcuk University on November 10, 2021, under decision number 2021/01. All participants voluntarily took part in the study, and written informed consent was obtained from each participant prior to data collection.

References

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Details

Primary Language

English

Subjects

Educational Technology and Computing

Journal Section

Research Article

Publication Date

February 1, 2026

Submission Date

March 28, 2025

Acceptance Date

November 12, 2025

Published in Issue

Year 2026 Volume: 15 Number: 1

APA
Özdemir, O. (2026). How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot! Bartın University Journal of Faculty of Education, 15(1), 88-112. https://doi.org/10.14686/buefad.1667817
AMA
1.Özdemir O. How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot! BUEFAD. 2026;15(1):88-112. doi:10.14686/buefad.1667817
Chicago
Özdemir, Osman. 2026. “How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!”. Bartın University Journal of Faculty of Education 15 (1): 88-112. https://doi.org/10.14686/buefad.1667817.
EndNote
Özdemir O (February 1, 2026) How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot! Bartın University Journal of Faculty of Education 15 1 88–112.
IEEE
[1]O. Özdemir, “How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!”, BUEFAD, vol. 15, no. 1, pp. 88–112, Feb. 2026, doi: 10.14686/buefad.1667817.
ISNAD
Özdemir, Osman. “How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!”. Bartın University Journal of Faculty of Education 15/1 (February 1, 2026): 88-112. https://doi.org/10.14686/buefad.1667817.
JAMA
1.Özdemir O. How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot! BUEFAD. 2026;15:88–112.
MLA
Özdemir, Osman. “How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!”. Bartın University Journal of Faculty of Education, vol. 15, no. 1, Feb. 2026, pp. 88-112, doi:10.14686/buefad.1667817.
Vancouver
1.Osman Özdemir. How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot! BUEFAD. 2026 Feb. 1;15(1):88-112. doi:10.14686/buefad.1667817

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Bartın University Journal of Faculty of Education