Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom

The increasing integration of digital technologies in EFL classrooms has reshaped student learning experiences, particularly in primary education. This study investigates 18 multilingual third-grade students’ perceptions of Kahoot! as a gamified learning tool in English language activities. Adopting a qualitative study design, data were collected through semi-structured interviews and analyzed using thematic analysis. Findings indicate that students generally perceived Kahoot! as an engaging and motivating tool that enhanced classroom interaction, increased participation and interest during lessons. Participants also reported perceived improvements in vocabulary acquisition and overall English learning, suggesting that gamification may support both affective and cognitive aspects of language learning. These findings contribute to ongoing discussions on digital transformation in education and highlight the potential of gamified tools in supporting sustainable, student-centered pedagogical practices in primary classrooms. Importantly, the study addresses a gap in research on young students’ experiences and provides insights for teachers seeking to design meaningful, technology-enhanced language instruction.

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Publication Details

Journal
Sustainable Education and Digital Transformation
Published
2026-09-11
DOI
https://doi.org/10.33902/sedt.202644993
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom

Konstantina Derveni, Radka Wildová
Sustainable Education and Digital Transformation
Educational Games and Gamification
article

Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom

Konstantina Derveni, Radka Wildová
article en

Abstract

The increasing integration of digital technologies in EFL classrooms has reshaped student learning experiences, particularly in primary education. This study investigates 18 multilingual third-grade students’ perceptions of Kahoot! as a gamified learning tool in English language activities. Adopting a qualitative study design, data were collected through semi-structured interviews and analyzed using thematic analysis. Findings indicate that students generally perceived Kahoot! as an engaging and motivating tool that enhanced classroom interaction, increased participation and interest during lessons. Participants also reported perceived improvements in vocabulary acquisition and overall English learning, suggesting that gamification may support both affective and cognitive aspects of language learning. These findings contribute to ongoing discussions on digital transformation in education and highlight the potential of gamified tools in supporting sustainable, student-centered pedagogical practices in primary classrooms. Importantly, the study addresses a gap in research on young students’ experiences and provides insights for teachers seeking to design meaningful, technology-enhanced language instruction.

Sustainable Education and Digital Transformation
Charles University (CZ)
Quality Education
Openalex Percentile: Top 5%
Educational Games and Gamification
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Towards the sustainable development of gamification in primary education: Third graders perceptions of Kahoot in EFL classroom — Konstantina Derveni, Radka Wildová · Sustainable Education and Digital Transformation (2026) | TGRS Research Map | TGRS