THE EFFECT OF USING KAHOOT AS A GAME-BASED LEARNING TOOL ON VOCABULARY ACQUISITION OF GRADE 10 LEARNERS

April Rose I. Añora, Ariel E. San Jose, Edroslyn J. Fernandez

Abstract


Developing vocabulary is the essential first step to language development, impacting students’ reading comprehension, academic achievement, and communication skills. Traditional approaches, such as rote memorization, often do not support long-term memory. This study examined the effectiveness of Kahoot, an online game-based learning platform, on vocabulary acquisition among Grade 10 learners. The study, a quasi-experimental one-group pretest-posttest, involved 40 participants from a selected secondary school. A 25-item vocabulary test was administered before and after the intervention, and data were analyzed using descriptive statistics and a paired t-test to determine significant differences in mean scores. Results showed a significant improvement in post-test scores compared to pre-test scores, indicating that Kahoot enhanced vocabulary proficiency. The interactive and gamified nature of Kahoot increased motivation, engagement, and retention among learners. These findings align with prior research highlighting the impact of gamification on learner engagement and motivation. Educators are encouraged to integrate game-based learning tools to enhance vocabulary retention, while future research should explore long-term effects and applicability across diverse learning contexts.

 

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game-based learning, Kahoot, vocabulary acquisition, Grade 10 learners, educational technology

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References


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DOI: http://dx.doi.org/10.46827/ejlll.v9i1.608

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