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The Effect of Using Kahoot as a Game-based Learning Tool on Vocabulary Acquisition of Grade 10 Learners

Year: 2025
Type: article
Study design: Clinical Trial
Abstract: Developing vocabulary is the essential first step to language development, impacting reading comprehension, academic achievement, and communication skills.This study investigated the effectiveness of Kahoot in enhancing the vocabulary skills of Grade 10 learners.Using a quasi-experimental one-group pretest-posttest design, 40 students took a 25-item test before and after using Kahoot.Data were analyzed using descriptive statistics and a paired t-test to determine significant differences in mean scores.Results showed a significant improvement in post-test scores compared to pre-test scores, proving that Kahoot helped build vocabulary.The interactive and gamified nature of Kahoot increased motivation, engagement, and retention among learners.These findings aligned with prior research highlighting the impact of gamification on learner engagement and motivation.Educators are encouraged to integrate game-based learning tools to enhance vocabulary retention and learning.Future research should explore the long-term effects and applicability of these tools across diverse learning contexts.Qualitative data from student interviews supported these findings, revealing themes such as enhances academic performance, deepens understanding through fun, fosters collaboration and social learning encourages motivation and healthy competition.However, some learners experienced technical and connectivity issues that disrupted the learning flow.The integration of quantitative and qualitative data provided a comprehensive understanding of the intervention's impact.The study concluded that Kahoot fosters an enjoyable and effective vocabulary learning experience.
Language: English
Field: Psychology
Open Access status: hybrid
OpenAlex ID: W4411515129
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Related to: 10