An Investigation of the Effect of Kahoot on Vocabulary Retention among Moroccan EFL Secondary School Students: A Quasi-Experimental Study

Game-based learning has increasingly been recognized as an effective strategy to enhance learner engagement and improve educational outcomes. Among such tools, Kahoot has gained prominence in language learning contexts for its interactive and competitive features. This study aimed to examine the impact of using Kahoot on vocabulary retention among Moroccan secondary school students learning English as a Foreign Language (EFL). A quasi-experimental design was employed with 52 participants divided into an experimental group (n = 28), which received Kahoot-based instruction, and a control group (n = 24), which followed traditional teaching methods. A researcher-developed vocabulary test was administered at three points: pre-test, post-test, and delayed post-test. Additionally, semi-structured interviews were conducted with students from the experimental group to explore their perceptions of the Kahoot intervention. Statistical analysis revealed significant vocabulary gains in the experimental group across all stages of testing. The total mean improvement from pre-test to delayed post-test was 4.49 points (p < .001), which indicates a strong effect on long-term retention. Qualitative data further highlighted increased motivation, engagement, and perceived learning effectiveness, with minor concerns regarding time pressure and occasional technical difficulties. Kahoot appears to be an effective digital tool for supporting vocabulary retention in EFL classrooms. Its integration into language instruction may foster higher learner motivation and better long-term outcomes, particularly in contexts similar to Moroccan secondary education.

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Publication Details

Journal
Journal of English Language Teaching and Applied Linguistics
Published
2025-08-12
DOI
https://doi.org/10.32996/jeltal.2025.7.3.25
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

An Investigation of the Effect of Kahoot on Vocabulary Retention among Moroccan EFL Secondary School Students: A Quasi-Experimental Study

Hamza Farhane
1 citations
Journal of English Language Teaching and Applied Linguistics
Educational Games and Gamification
3.44
article

An Investigation of the Effect of Kahoot on Vocabulary Retention among Moroccan EFL Secondary School Students: A Quasi-Experimental Study

Hamza Farhane
article en
1 citations

Abstract

Game-based learning has increasingly been recognized as an effective strategy to enhance learner engagement and improve educational outcomes. Among such tools, Kahoot has gained prominence in language learning contexts for its interactive and competitive features. This study aimed to examine the impact of using Kahoot on vocabulary retention among Moroccan secondary school students learning English as a Foreign Language (EFL). A quasi-experimental design was employed with 52 participants divided into an experimental group (n = 28), which received Kahoot-based instruction, and a control group (n = 24), which followed traditional teaching methods. A researcher-developed vocabulary test was administered at three points: pre-test, post-test, and delayed post-test. Additionally, semi-structured interviews were conducted with students from the experimental group to explore their perceptions of the Kahoot intervention. Statistical analysis revealed significant vocabulary gains in the experimental group across all stages of testing. The total mean improvement from pre-test to delayed post-test was 4.49 points (p < .001), which indicates a strong effect on long-term retention. Qualitative data further highlighted increased motivation, engagement, and perceived learning effectiveness, with minor concerns regarding time pressure and occasional technical difficulties. Kahoot appears to be an effective digital tool for supporting vocabulary retention in EFL classrooms. Its integration into language instruction may foster higher learner motivation and better long-term outcomes, particularly in contexts similar to Moroccan secondary education.

Journal of English Language Teaching and Applied LinguisticsVol. 7(3)
Sidi Mohamed Ben Abdellah University (MA)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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