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Gamification Functionality and Features of Kahoot! in Learning—ESL Teachers and Students’ Perceptions

DOI: 10.4236/jss.2023.112027, PP. 404-421

Keywords: Kahoot!, Kahoot! Features, Kahoot! Functions, ESL Learners, Gamification in Learning, Demographic Factors

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Abstract:

Kahoot! has emerged as one of the most successful learning gamification platforms and its use in Malaysia has been rising in recent years. However, there is a lack of research into the effectiveness of Kahoot! and other gamification platforms in Malaysia even as calls to increase its use continue to rise. This research intended to help fill this gap. The research examined the perceptions of students and teachers on gamification in general and Kahoot! in particular. It also examined the impact of Kahoot! features, Kahoot! functionality, and demographic factors on satisfaction with the use of Kahoot! in ESL teaching and learning in Malaysia. It was a quantitative study that contained two populations: ESL teachers and ESL students. A total of 150 participants were included in the study consisting of 50 teachers and 100 students from a primary school in Nilai. Structured questionnaires were used for the data collection for both populations. Statistical analysis was used in the research to make sense of the findings. The findings of this research have revealed that the Kahoot! features, functionality, and the use of Kahoot! has a positive feedback and perceptions from both the participants. Teachers believed Kahoot! to be a very successful tool for boosting passive students’ involvement and promoting competitive learning. The main benefits of Kahoot!, according to teachers, include enhanced student involvement, improved classroom dynamics, higher motivation, rapid feedback, and higher energy levels throughout sessions. Demographic differences were also notable among teachers with younger teachers, those with less experience, and those of the male gender are more likely to hold positive perceptions towards the use of Kahoot!. Students said Kahoot was particularly good at building motivation and supporting and reinforcing learning. Among students, gender was a significant factor with boys being more receptive to the use of Kahoot!.

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