Gamified learning in grammar lessons: EFL students' perceptions of Kahoot! and Quizizz

The study explores EFL students' preferences for gamified applications in English grammar classes within the education context of Vietnam. The research focuses on a comparison of the acceptance of using Kahoot! and Quizizz in English grammar lessons perceived by English as a foreign language (EFL) university students. A mixed-methods approach was employed, including a questionnaire and semi-structured interviews with the participation of 151 EFL university students. The study employed the Unified Theory of Acceptance and Use of Technology (UTAUT) framework to investigate EFL students' acceptance of Kahoot! and Quizizz in learning English grammar. The results indicated that the two gamified tools, Kahoot! and Quizizz, were positively perceived in English grammar classes. However, the study revealed that students' perceived acceptance of Quizizz was slightly higher. Both gamified tools were beneficial in English grammar lessons as they assisted EFL students in reviewing grammar more effectively and enhanced collaboration with peers in live assignments and quizzes. However, several improvements to Kahoot! and Quizizz should be made, such as addressing incorrect answers and eliminating distractions from the shared screen in games. The findings suggest that gamified tools such as Kahoot! and Quizizz have the potential to enhance English grammar education in higher education.

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Publication Details

Journal
Acta Psychologica
Published
2025-08-18
DOI
https://doi.org/10.1016/j.actpsy.2025.105436
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
Controls
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article

Gamified learning in grammar lessons: EFL students' perceptions of Kahoot! and Quizizz

Thanh Nguyen, Anh Tuan Pham, Chau Thi Hong Thai
2 citations
Acta Psychologica
Educational Games and Gamification
6.89
article

Gamified learning in grammar lessons: EFL students' perceptions of Kahoot! and Quizizz

Thanh Nguyen, Anh Tuan Pham, Chau Thi Hong Thai
article en
2 citations

Abstract

The study explores EFL students' preferences for gamified applications in English grammar classes within the education context of Vietnam. The research focuses on a comparison of the acceptance of using Kahoot! and Quizizz in English grammar lessons perceived by English as a foreign language (EFL) university students. A mixed-methods approach was employed, including a questionnaire and semi-structured interviews with the participation of 151 EFL university students. The study employed the Unified Theory of Acceptance and Use of Technology (UTAUT) framework to investigate EFL students' acceptance of Kahoot! and Quizizz in learning English grammar. The results indicated that the two gamified tools, Kahoot! and Quizizz, were positively perceived in English grammar classes. However, the study revealed that students' perceived acceptance of Quizizz was slightly higher. Both gamified tools were beneficial in English grammar lessons as they assisted EFL students in reviewing grammar more effectively and enhanced collaboration with peers in live assignments and quizzes. However, several improvements to Kahoot! and Quizizz should be made, such as addressing incorrect answers and eliminating distractions from the shared screen in games. The findings suggest that gamified tools such as Kahoot! and Quizizz have the potential to enhance English grammar education in higher education.

Acta PsychologicaVol. 259
FPT University (VN), Can Tho University (VN)
Quality Education
Openalex Percentile: Top 3%
Educational Games and Gamification
6.89
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Gamified learning in grammar lessons: EFL students' perceptions of Kahoot! and Quizizz — Thanh Nguyen, Anh Tuan Pham, et al. · Acta Psychologica (2025) | TGRS Research Map | TGRS