AUTHOR=Rojabi Ahmad Ridho , Setiawan Slamet , Munir Ahmad , Purwati Oikurema , Safriyani Rizka , Hayuningtyas Nina , Khodijah Siti , Amumpuni Rengganis Siwi TITLE=Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation JOURNAL=Frontiers in Education VOLUME=7 YEAR=2022 URL=https://www.frontiersin.org/journals/education/articles/10.3389/feduc.2022.939884 DOI=10.3389/feduc.2022.939884 ISSN=2504-284X ABSTRACT=
In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated to exploit online platforms and tools as a more engaging alternative to conventional activities. One of the engaging, and enjoyable games is Kahoot. The purpose of this study is to perceive the course content of Kahoot in the classroom to increase exam scores in vocabulary, and boost student engagement, and motivation. In addition, this study also explored the issues encountered by students in vocabulary learning through Kahoot. The impact of gamification on student achievement was assessed using quantitative and qualitative methods on the first-year students of the English department (