The evaluation of students’ opinions on the use of “Kahoot!” in Turkish language education

This study aims to examine the opinions of undergraduate students enrolled in the Turkish Language Teaching Program at Tokat Gaziosmanpaşa University regarding the use of Kahoot! in the Listening Education course. Designed within a qualitative research framework, the study employed semi-structured interviews as the primary data collection method. The implementation process involved the integration of Kahoot!-based activities into the Listening Education course over a four-week period. Following the implementation, semi-structured interviews were conducted with 15 students who were randomly selected from those who actively participated in the process. The data collected were analyzed using descriptive analysis techniques and were further supported by quantitative indicators in the form of frequencies. The findings indicate that the majority of participants held positive views toward the use of Kahoot!. Students reported that Kahoot! enhanced the enjoyment of the classroom environment, increased motivation and active participation, and contributed to the reinforcement and retention of learned content. In addition, features such as immediate feedback and the competitive structure of the platform were identified as key factors supporting the learning process. However, students also pointed out certain technical limitations, including time constraints, character limits, internet connectivity issues, and restricted access to some premium features. Overall, the study concludes that Kahoot! is an effective digital gamification tool in the Listening Education courses, positively influencing students’ motivation, engagement, and learning processes.

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Publication Details

Journal
Uluslararası Türk Eğitim Bilimleri Dergisi
Published
2026-07-24
DOI
https://doi.org/10.46778/goputeb.1850311
Primary Topic
Educational Games and Gamification
Type
article
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article

The evaluation of students’ opinions on the use of “Kahoot!” in Turkish language education

Oya ÖZGAT TATAN
Uluslararası Türk Eğitim Bilimleri Dergisi
Educational Games and Gamification
article

The evaluation of students’ opinions on the use of “Kahoot!” in Turkish language education

Oya ÖZGAT TATAN
article en

Abstract

This study aims to examine the opinions of undergraduate students enrolled in the Turkish Language Teaching Program at Tokat Gaziosmanpaşa University regarding the use of Kahoot! in the Listening Education course. Designed within a qualitative research framework, the study employed semi-structured interviews as the primary data collection method. The implementation process involved the integration of Kahoot!-based activities into the Listening Education course over a four-week period. Following the implementation, semi-structured interviews were conducted with 15 students who were randomly selected from those who actively participated in the process. The data collected were analyzed using descriptive analysis techniques and were further supported by quantitative indicators in the form of frequencies. The findings indicate that the majority of participants held positive views toward the use of Kahoot!. Students reported that Kahoot! enhanced the enjoyment of the classroom environment, increased motivation and active participation, and contributed to the reinforcement and retention of learned content. In addition, features such as immediate feedback and the competitive structure of the platform were identified as key factors supporting the learning process. However, students also pointed out certain technical limitations, including time constraints, character limits, internet connectivity issues, and restricted access to some premium features. Overall, the study concludes that Kahoot! is an effective digital gamification tool in the Listening Education courses, positively influencing students’ motivation, engagement, and learning processes.

Uluslararası Türk Eğitim Bilimleri Dergisi(Advanced Online Publication)
Tokat Gaziosmanpaşa Üniversitesi (TR)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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