How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!

dc.contributor.authorÖzdemir, Osman
dc.date.accessioned2026-02-22T11:41:45Z
dc.date.created2026
dc.date.issued2026
dc.departmentBartın Üniversitesi
dc.description.abstractEmpirical evidence on the effectiveness of game-based digital tools in foreign language vocabulary learning and long-term vocabulary retention in the university setting remains limited. This study aims to investigate the effect of Kahoot!, a game-based digital tool, on vocabulary learning and retention among English as a foreign language (EFL) learners in a university preparatory class. The study also aims to obtain student views and perspectives on the vocabulary learning experience with Kahoot!. Using a mixed-method design, this study was conducted with the participation of 43 university students, 21 in the experimental group and 22 in the control group. Data were collected through pre-tests, post-tests and delayed retention tests and analyzed using independent sample t-tests and Mann-Whitney U test. In addition, semi-structured interviews were conducted with 21 students who participated in the experimental process to obtain student views and perspectives on the vocabulary learning experience with Kahoot! and these findings were presented within the framework of comprehensive thematic analysis. The results revealed that while both groups showed improvement in vocabulary acquisition, the experimental group showed statistically significantly higher success rates at the large effect level (?² = 0.23) and significantly higher retention rates at the large effect level (?² = 0.20) compared to the control group (p < .05). According to qualitative findings, Kahoot! application increases student motivation by increasing vocabulary learning success and retention, and encourages active participation, cooperation and competition by providing an interactive and fun learning environment.
dc.identifier.doi10.14686/buefad.1667817
dc.identifier.endpage112
dc.identifier.issn1308-7177
dc.identifier.issue1
dc.identifier.startpage88
dc.identifier.urihttps://doi.org/10.14686/buefad.1667817
dc.identifier.urihttps://hdl.handle.net/11772/26477
dc.identifier.volume15
dc.language.isoen
dc.publisherBartin University
dc.publisherBartın Üniversitesi
dc.relation.ispartofBartın Üniversitesi Eğitim Fakültesi Dergisi
dc.relation.ispartofBartın University Journal of Faculty of Education
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_DergiPark_20260218
dc.subjectEducational Technology and Computing
dc.subjectEğitim Teknolojisi ve Bilgi İşlem
dc.titleHow Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!
dc.typeArticle
dspace.entity.typePublication

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