THE EFFECT OF KAHOOT IN ENHANCING VOCABULARY ACHIEVEMENT AT CAMBRIDGE BASED CURRICULUM

Authors

  • Devi Novitasari University PGRI Delta Sidoarjo
  • Shierly Novalita Yappi University PGRI Delta Sidoarjo

DOI:

https://doi.org/10.51878/edutech.v5i2.4974

Keywords:

Kahoot, Vocabulary achievement, quasi-experimental design, pre – test, post – test, Cambridge curriculum, game-based learning, student engagement

Abstract

This study investigated the effectiveness of Kahoot! based game learning in enhancing vocabulary achievement among third-grade students in a Cambridge-based bilingual school in Sidoarjo, addressing a gap in research on digital game-based learning within this specific educational context. Employing a quasi-experimental pretest-posttest design, the research compared an experimental group using Kahoot! with a control group receiving traditional vocabulary instruction. Vocabulary data, focused on descriptive texts, were collected through tests, and statistical analysis, including ANOVA, try-out validation, and independent t-tests, was conducted using SPSS. The findings revealed a statistically significant improvement in vocabulary achievement for the Kahoot! group (p = 0.025), suggesting that the engaging and interactive nature of digital game-based learning more effectively fosters vocabulary mastery compared to traditional methods. These results also support Kahoot!'s utility as a practical tool for formative assessment, particularly within the Cambridge curriculum framework, and offer valuable insights for educators seeking innovative and engaging vocabulary teaching strategies in bilingual learning environments.

Downloads

Download data is not yet available.

References

Alaswad, Z., & Nadolny, L. (2015). Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning. Journal of Educational Technology Systems, 43(4), 389–402.

Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on engagement and learning outcomes. Computers & Education, 70, 65-79.

Garton, S., & Graves, K. (2014). International perspectives on materials in ELT. Palgrave Macmillan.

Hung, H.-T. (2017). Clickers in the flipped classroom: Bring your own device (BYOD) to promote student learning. Interactive Learning Environments, 25(8), 983-995.

Huang, R. (2019). Educational technology a primer for the 21st century. Springer Nature Singapore Pte Ltd. https://doi.org/10.1007/978-981-13-6643-7

Ismail, M. A. A., & Mohammad, J. A. M. (2017). Kahoot: A Promising Tool for Formative Assessment in Medical Education. Education in Medicine Journal, 9(2), 19–26. https://doi.org/10.21315/eimj2017.9.2.2

Irwansyah, D., & Izzati, U. (2021). Game-Based Learning in the Modern Education Process. Journal of Educational Technology and Online Learning, 3(2), 123–134.

Nation, P. (2001). Learning vocabulary in another language. Cambridge University Press.

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158.

Prensky, M. (2001). Digital game-based learning. McGraw-Hill.

Rofiyarti, F., & Sari, A. Y. (2017). TIK untuk Aud: Penggunaan platform “Kahoot” dalam menumbuhkan jiwa kompetitif dan kolaboratif anak. PEDAGOGI: Jurnal Anak Usia Dini dan Pendidikan Anak Usia Dini, 3(3b).

Smith, J., & Johnson, R. (2022). The Effects of Game-Based Learning on Language Acquisition: A Meta-Analysis. Journal of Educational Technology and Language Learning, 15(3), 112-128.

Stockwell, G. (2013). Technology and motivation in English-language teaching and learning. In A. Arnold (Ed.), English language teaching in the digital age (pp. 23-36). Springer.

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818.

Wang, A. I., Zhu, M., & Sætre, R. (2016). The Effect of Digitizing and Gamifying Quizzing in Classrooms. In International Conference on E-Learning (pp. 201–208).

Wang, A. I., Zhu, M., & Sætre, R. (2016). The impact of Kahoot! on student motivation and engagement in learning environments. International Journal of Learning Technology, 11(2), 135-152.

Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning grammar? Teaching English with Technology, 16(3), 17-36.

Downloads

Published

2025-05-16

How to Cite

Novitasari, D., & Yappi, S. N. . (2025). THE EFFECT OF KAHOOT IN ENHANCING VOCABULARY ACHIEVEMENT AT CAMBRIDGE BASED CURRICULUM. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 5(2), 225-230. https://doi.org/10.51878/edutech.v5i2.4974

Issue

Section

Articles