The Engaging Interactive Kahoot Application for Vocabulary Mastery and Students’ Motivation

This study investigates the influence of Kahoot, a game-based learning platform, in enhancing vocabulary mastery and learning motivation among tenth-grade students in Depok, Indonesia. The research addresses the challenges faced by students in vocabulary acquisition, particularly in Narrative and Recount texts. Through a descriptive qualitative approach and utilizing cluster purposive sampling, this study examines how Kahoot's interactive features facilitate vocabulary learning and boost student engagement. The research design is a survey, which was conducted at a private senior high school in Depok (West Java), involving a total of 72 student as participants. Data collection involved questionnaires with Likert scales, open-ended questions, and vocabulary tests administered among tenth-grade students. Findings revealed that Kahoot successfully transformed traditional vocabulary learning into an engaging educational experience through its gamified approach and user-friendly interface. The platform's immediate feedback mechanisms and competitive elements fostered active participation while facilitating vocabulary retention. However, technical challenges such as internet connectivity issues and competitive pressure occasionally hindered the learning experience. Despite these limitations, the study demonstrates that Kahoot effectively balances educational content with entertainment, leading to improved vocabulary retention and increased student motivation.

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Publication Details

Journal
Journal of English Teaching Literature and Applied Linguistics
Published
2025-02-07
DOI
https://doi.org/10.30587/jetlal.v9i1.9325
Citations
2
Primary Topic
EFL/ESL Teaching and Learning
Type
article
Field-Weighted Citation Impact
20.85
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article

The Engaging Interactive Kahoot Application for Vocabulary Mastery and Students’ Motivation

Suciana Wijirahayu, Annisa Devitriana
2 citations
Journal of English Teaching Literature and Applied Linguistics
EFL/ESL Teaching and Learning
20.85
article

The Engaging Interactive Kahoot Application for Vocabulary Mastery and Students’ Motivation

Suciana Wijirahayu, Annisa Devitriana
article en
2 citations

Abstract

This study investigates the influence of Kahoot, a game-based learning platform, in enhancing vocabulary mastery and learning motivation among tenth-grade students in Depok, Indonesia. The research addresses the challenges faced by students in vocabulary acquisition, particularly in Narrative and Recount texts. Through a descriptive qualitative approach and utilizing cluster purposive sampling, this study examines how Kahoot's interactive features facilitate vocabulary learning and boost student engagement. The research design is a survey, which was conducted at a private senior high school in Depok (West Java), involving a total of 72 student as participants. Data collection involved questionnaires with Likert scales, open-ended questions, and vocabulary tests administered among tenth-grade students. Findings revealed that Kahoot successfully transformed traditional vocabulary learning into an engaging educational experience through its gamified approach and user-friendly interface. The platform's immediate feedback mechanisms and competitive elements fostered active participation while facilitating vocabulary retention. However, technical challenges such as internet connectivity issues and competitive pressure occasionally hindered the learning experience. Despite these limitations, the study demonstrates that Kahoot effectively balances educational content with entertainment, leading to improved vocabulary retention and increased student motivation.

Journal of English Teaching Literature and Applied LinguisticsVol. 9(1)
Universitas Muhammadiyah Prof Dr Hamka (ID)
Openalex Percentile: Top 1%
EFL/ESL Teaching and Learning
20.85
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