The Impacts of Game-Based Learning Platforms on EFL University Students’ Grammar, Motivation, Attitudes, and Performance

This study investigated the impact of the game-based learning platform Kahoot! on English as a Foreign Language (EFL) university students’ grammar performance, motivation, and attitudes. Conducted over one semester in a freshman English grammar course at a Taiwanese university, the study involved fifty-six students and adopted an action research approach, with data collected through pre- and posttests, weekly Kahoot! quizzes, surveys, classroom observations, and interviews. The results showed a significant improvement in grammar performance, with posttest scores exceeding pretest results, while weekly quiz data indicated consistent progress and sustained engagement. Qualitative findings revealed that Kahoot!’s gamified features, including instant feedback and competitive elements, enhanced students’ intrinsic motivation, promoted positive attitudes toward grammar learning, and encouraged active participation. Students also reported increased enjoyment, confidence, and a sense of achievement. Overall, the findings suggest that game-based learning can effectively support grammar instruction in EFL contexts and offer practical implications for integrating digital tools into language classrooms, particularly in higher education settings.

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Publication Details

Journal
The International Journal of Learning in Higher Education
Published
2026-07-28
DOI
https://doi.org/10.18848/2327-7955/cgp/a361
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The Impacts of Game-Based Learning Platforms on EFL University Students’ Grammar, Motivation, Attitudes, and Performance

Kate Tzu-Ching Chen, Yun-Jung Shih
The International Journal of Learning in Higher Education
Educational Games and Gamification
article

The Impacts of Game-Based Learning Platforms on EFL University Students’ Grammar, Motivation, Attitudes, and Performance

Kate Tzu-Ching Chen, Yun-Jung Shih
article en

Abstract

This study investigated the impact of the game-based learning platform Kahoot! on English as a Foreign Language (EFL) university students’ grammar performance, motivation, and attitudes. Conducted over one semester in a freshman English grammar course at a Taiwanese university, the study involved fifty-six students and adopted an action research approach, with data collected through pre- and posttests, weekly Kahoot! quizzes, surveys, classroom observations, and interviews. The results showed a significant improvement in grammar performance, with posttest scores exceeding pretest results, while weekly quiz data indicated consistent progress and sustained engagement. Qualitative findings revealed that Kahoot!’s gamified features, including instant feedback and competitive elements, enhanced students’ intrinsic motivation, promoted positive attitudes toward grammar learning, and encouraged active participation. Students also reported increased enjoyment, confidence, and a sense of achievement. Overall, the findings suggest that game-based learning can effectively support grammar instruction in EFL contexts and offer practical implications for integrating digital tools into language classrooms, particularly in higher education settings.

The International Journal of Learning in Higher Education
Chaoyang University of Technology (TW)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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