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Learning by Gaming: Investigating the Effectiveness of Kahoot! on Young ESL Learners’ Language Performance

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  • Akshaya Navinkumar
  • Sivakami B

Abstract

Educators turn to game-based language education to offer immersive and interactive learning experiences that foster language acquisition. This fun and engaging mode of learning is resultant of the rapid growth of technology and the rising popularity of internet-based games. The present study investigated the effectiveness of gamification of Kahoot! to enhance grammar acquisition of young ESL learners. In a pre-experimental quantitative research setting, a purposive sample of 68 sixth-grade ESL learners is utilized, employing research instruments like pre-tests, post-tests, and questionnaires to evaluate the efficacy of gamified learning for grammar acquisition. The SPSS analysis suggests a statistically significant improvement in students' post-test scores in grammar, affirming Kahoot!'s positive impact on student motivation and engagement. This study strongly highlights gamification as a powerful strategy in enhancing language acquisition and nurturing a positive learning experience.

Suggested Citation

  • Akshaya Navinkumar & Sivakami B, 2024. "Learning by Gaming: Investigating the Effectiveness of Kahoot! on Young ESL Learners’ Language Performance," World Journal of English Language, Sciedu Press, vol. 14(3), pages 148-148, May.
  • Handle: RePEc:jfr:wjel11:v:14:y:2024:i:3:p:148
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    References listed on IDEAS

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    1. Nur Atikah Mazlan & Kim Hua, Tan & Zarina Othman & Wahiza Wahi, 2023. "ClassPoint Application for Enhancing Motivation in Communication among ESL Young Learners," World Journal of English Language, Sciedu Press, vol. 13(5), pages 520-520, May.
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      JEL classification:

      • R00 - Urban, Rural, Regional, Real Estate, and Transportation Economics - - General - - - General
      • Z0 - Other Special Topics - - General

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