THE EFFECT OF USING KAHOOT AS A GAME-BASED LEARNING TOOL ON VOCABULARY ACQUISITION OF GRADE 10 LEARNERS

Developing vocabulary is the essential first step to language development, impacting reading comprehension, academic achievement, and communication skills.This study investigated the effectiveness of Kahoot in enhancing the vocabulary skills of Grade 10 learners.Using a quasi-experimental one-group pretest-posttest design, 40 students took a 25-item test before and after using Kahoot.Data were analyzed using descriptive statistics and a paired t-test to determine significant differences in mean scores.Results showed a significant improvement in post-test scores compared to pre-test scores, proving that Kahoot helped build vocabulary.The interactive and gamified nature of Kahoot increased motivation, engagement, and retention among learners.These findings aligned with prior research highlighting the impact of gamification on learner engagement and motivation.Educators are encouraged to integrate game-based learning tools to enhance vocabulary retention and learning.Future research should explore the long-term effects and applicability of these tools across diverse learning contexts.Qualitative data from student interviews supported these findings, revealing themes such as enhances academic performance, deepens understanding through fun, fosters collaboration and social learning encourages motivation and healthy competition.However, some learners experienced technical and connectivity issues that disrupted the learning flow.The integration of quantitative and qualitative data provided a comprehensive understanding of the intervention's impact.The study concluded that Kahoot fosters an enjoyable and effective vocabulary learning experience.

Publication Details

Journal
International Research Journal of Modernization in Engineering Technology and Science
Published
2025-06-20
DOI
https://doi.org/10.56726/irjmets79849
Primary Topic
Language Acquisition and Education
Type
article
Field-Weighted Citation Impact
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article

THE EFFECT OF USING KAHOOT AS A GAME-BASED LEARNING TOOL ON VOCABULARY ACQUISITION OF GRADE 10 LEARNERS

International Research Journal of Modernization in Engineering Technology and Science
Language Acquisition and Education
article

THE EFFECT OF USING KAHOOT AS A GAME-BASED LEARNING TOOL ON VOCABULARY ACQUISITION OF GRADE 10 LEARNERS

article en

Abstract

Developing vocabulary is the essential first step to language development, impacting reading comprehension, academic achievement, and communication skills.This study investigated the effectiveness of Kahoot in enhancing the vocabulary skills of Grade 10 learners.Using a quasi-experimental one-group pretest-posttest design, 40 students took a 25-item test before and after using Kahoot.Data were analyzed using descriptive statistics and a paired t-test to determine significant differences in mean scores.Results showed a significant improvement in post-test scores compared to pre-test scores, proving that Kahoot helped build vocabulary.The interactive and gamified nature of Kahoot increased motivation, engagement, and retention among learners.These findings aligned with prior research highlighting the impact of gamification on learner engagement and motivation.Educators are encouraged to integrate game-based learning tools to enhance vocabulary retention and learning.Future research should explore the long-term effects and applicability of these tools across diverse learning contexts.Qualitative data from student interviews supported these findings, revealing themes such as enhances academic performance, deepens understanding through fun, fosters collaboration and social learning encourages motivation and healthy competition.However, some learners experienced technical and connectivity issues that disrupted the learning flow.The integration of quantitative and qualitative data provided a comprehensive understanding of the intervention's impact.The study concluded that Kahoot fosters an enjoyable and effective vocabulary learning experience.

International Research Journal of Modernization in Engineering Technology and Science
Quality Education
Openalex Percentile: Top 85%
Language Acquisition and Education
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THE EFFECT OF USING KAHOOT AS A GAME-BASED LEARNING TOOL ON VOCABULARY ACQUISITION OF GRADE 10 LEARNERS · International Research Journal of Modernization in Engineering Technology and Science (2025) | TGRS Research Map | TGRS