#5857. Game on with kahoot! Effects on vocabulary learning and motivation
July 2026 | publication date |
Proposal available till | 17-05-2025 |
4 total number of authors per manuscript | 0 $ |
The title of the journal is available only for the authors who have already paid for |
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Journal’s subject area: |
Education;
Computer Science Applications; |
Places in the authors’ list:
1 place - free (for sale)
2 place - free (for sale)
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4 place - free (for sale)
Abstract:
The landscape of technology in language classrooms is changing so quickly that its hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for foreign language learning. This quasi-experimental study explores the efficacy of one application called Kahoot! at a mediumsized university in South Korea for vocabulary learning and motivation.
Keywords:
CALL Vocabulary; EFL Motivation; Gamification; Kahoot!; Korea; Student Response Systems; University
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