The Impact of Kahoot on English Vocabulary Acquisition: A Study of Moroccan High School Students

In an era where digital engagement shapes modern education, integrating gamification into language learning has emerged as a powerful tool to enhance student engagement and learning outcomes. This study investigates the impact of Kahoot, a platform for learning through games, on the English language vocabulary acquisition of Moroccan high school students. A quasi-experimental design with 80 students (40 per group) was used. Students sat for vocabulary pre- and post-tests (15 points per test), and the data were processed using descriptive and inferential statistics. The findings revealed that Kahoot significantly improved vocabulary acquisition among students in the experimental group compared to traditional teaching methods. This study highlights the instructional value of gamification tools like Kahoot in vocabulary instruction and provides pedagogical implications and suggestions for integrating digitally gamified tools in the language classroom.

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Publication Details

Journal
International Journal of Language and Literary Studies
Published
2025-09-01
DOI
https://doi.org/10.36892/ijlls.v7i5.2305
Primary Topic
Second Language Acquisition and Learning
Type
article
Field-Weighted Citation Impact
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article

The Impact of Kahoot on English Vocabulary Acquisition: A Study of Moroccan High School Students

Abdelmounim Lagmidi, Abdessamad Boudinar
International Journal of Language and Literary Studies
Second Language Acquisition and Learning
article

The Impact of Kahoot on English Vocabulary Acquisition: A Study of Moroccan High School Students

Abdelmounim Lagmidi, Abdessamad Boudinar
article en

Abstract

In an era where digital engagement shapes modern education, integrating gamification into language learning has emerged as a powerful tool to enhance student engagement and learning outcomes. This study investigates the impact of Kahoot, a platform for learning through games, on the English language vocabulary acquisition of Moroccan high school students. A quasi-experimental design with 80 students (40 per group) was used. Students sat for vocabulary pre- and post-tests (15 points per test), and the data were processed using descriptive and inferential statistics. The findings revealed that Kahoot significantly improved vocabulary acquisition among students in the experimental group compared to traditional teaching methods. This study highlights the instructional value of gamification tools like Kahoot in vocabulary instruction and provides pedagogical implications and suggestions for integrating digitally gamified tools in the language classroom.

International Journal of Language and Literary StudiesVol. 7(5)
Université Ibn-Tofail (MA), École Normale Supérieure (BI)
Openalex Percentile: Top 75%
Second Language Acquisition and Learning
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The Impact of Kahoot on English Vocabulary Acquisition: A Study of Moroccan High School Students — Abdelmounim Lagmidi, Abdessamad Boudinar · International Journal of Language and Literary Studies (2025) | TGRS Research Map | TGRS