“Kahoot!” Gamification, Innovation and Digital Literacy as Teaching Media in Improving EFL Students’ Vocabulary

Authors

  • Hayati Nupus Universitas Pamulang
  • Maman Qomaruzzaman Universitas Pamulang

Abstract

This study conducted to find out the effectiveness of using Kahoot as a teaching and learning media in improving students' English vocabulary. This study used quantitative approach, pre-test and post-test conducted to determine whether the students differed before and after the implementation of kahoot as learning media. The research subjects consisted of students who participated in English learning using Kahoot as an interactive quiz medium. vocabulary test conducted to collect the data before and after implementation. The results of the research indicated that there is a significant improvement of students' vocabulary mastery after using kahoot as learning media. This is due to the interactive, competitive, and fun nature of Kahoot, which is able to increase student motivation and creativity in the teaching and learning activity. In addition, the use of game-based technology helps students remember new vocabulary more effectively through repetition and direct feedback. Thus, Kahoot can be an alternative, innovative and effective learning medium in improving students' English vocabulary skills. This research is expected to gain more development and contribution of more interesting and technology-based English learning methods.

References

Arslan, K. (2024). Teaching English vocabulary: innovative methods. Contemporary Research In Language and Linguistics (ISSN: 2980-2253), 2(1).

Awaludin, N. S. (2023). The use of Kahoot application on students vocabulary mastery. Journal of English Teaching and Linguistics Studies (JET Li), 5(1), 47-55.

Bouzaiane, B., & Youzbashi, A. (2024). The role of digital-game based language learning in EFL vocabulary learning and retention: A case study at a higher educational institute in Oman. Journal of Language Teaching and Research, 15(5), 1660-1669.

Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.

DANG, T. (2024). Applying Kahoot! In Teaching Vocabulary to High School Students. The International Journal Of Language Studies (, 1(1), 71-78.

Farhane, H. (2025). An investigation of the effect of Kahoot on vocabulary retention among Moroccan EFL secondary school students: A quasi-experimental study. Journal of English Language Teaching and Applied Linguistics, 7(3), 242-257.

Quiroz, M. F., Gutiérrez, R., Rocha, F., Valenzuela, M. P., & Vilches, C. (2021). Improving English Vocabulary Learning through Kahoot!: A Quasi-Experimental High School Experience. Teaching English with Technology, 21(2), 3-13.

Kerlinger, F. N. (1966). Foundations of behavioral research.

Hadijah, H., Pratolo, B. W., & Rondiyah, R. (2020). Interactive game. Journal on English as a Foreign Language, 10(1), 84-102.

Kurniawan, R., Aryani, M., & Bungo, S. M. M. (2019). Using kahoot for interactive English learning: a review of current literature. learning, 2(1).

Lubis, H. (2020). The Effect of Playing Online Vocabulary Games and Motivation on Student’s Vocabulary Mastery in Insan Utama Junior High School Pekanbaru. TANJAK J. Educ. Teach, 1(2), 87-109.

Nupus, H., Djatmika, D., & Ngadiso, N. (2023). Pre-service teachers' language ideologies of dual language bilingual education program: A discourse in language education policy. Voices of English Language Education Society, 7(3), 775-787.

Nupus, H., Novitasari, S., Haryadi, D., Bela, B., & Atriani, M. F. (2025). " Keep Moving Forward" English Conversation Practice Sebagai Upaya Peningkatan Personal Branding di Era Globalisasi. Jurnal Ilmiah Pengabdian Kepada Masyarakat, 5(1), 13-22.

Rizky, F. M. (2020) The Use of Kahoot! Game on Students’vocabulary Knowledge (Doctoral Dissertation, State Islamic University).

Musdalifah, M., Abdul, N. B., & Saiful, S. (2018). Using Kahoot Website in Learning Grammar. Journal of Computer Interaction in Education (JCIE), 1(2), 161-167.

Nguyen, N. T. T. (2021). A review of the effects of media on foreign language vocabulary acquisition. International Journal of TESOL & Education, 1(1), 30-37.

Permana, N. S. (2021). Implementasi aplikasi Kahoot sebagai media pembelajaran berbasis game dalam pelajaran Pendidikan Agama Katolik. JPAK: jurnal pendidikan agama katolik, 21(2), 128-135.

Putri, A. R. (2019). The effectiveness of using Kahoot game to improve students’ vocabulary comprehension. A Quasiexperimental study at the seventh grade students of SMP Negeri, 15.

Reynolds, E. D., & Taylor, B. (2020). Kahoot!: EFL instructors’ implementation experiences and impacts on students’ vocabulary knowledge. CALL-EJ: computer-assisted language learning-electronic journal, 21.

Sabandar, G., Supit, N., & Suryana, E. (2018). Kahoot!: Bring the fun Into the classroom!. Indonesian Journal of Informatics Education, 2(2), 127-134.

Sholihah, I. A., Krenata, N. A. C., & Nisa, N. K. (2023). Analisis Keuntungan dan Kerugian Kahoot sebagai Platform Media Pembelajaran. Jurnal Pembelajaran Inovatif, 6(2), 39-44.

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

Downloads

Published

2026-05-04

Article Metrics

Abstract view : 0 times
PDF - 1382 times