Effectiveness of Kahoot as a Gamification Tool for Learning  
English Vocabulary Among baccalaureate schoolers  
Efectividad de Kahoot como herramienta de gamificación para aprender  
vocabulario en inglés en estudiantes de bachillerato  
Marissa Johanna Cuenca Díaz1  
Universidad Estatal de Milagro  
Portoviejo Ecuador  
Gary Andrés Garaicoa Silva  
Universidad Estatal de Milagro  
Milagro Ecuador  
Artículo recibido: 01 de diciembre de 2026. Aceptado para publicación: 06 de abril de 2026.  
Conflictos de Interés: Ninguno que declarar.  
Abstract  
This quasi-experimental study examines the effectiveness of Kahoot as a gamified digital platform for  
improving English as a Foreign Language (EFL) vocabulary learning among second-year high school  
students at Unidad Educativa Olmedo in Ecuador. The research addresses persistent challenges in  
English language instruction in public secondary education, particularly low student motivation, limited  
classroom engagement, and difficulties in vocabulary retention. The main objective was to determine  
whether the integration of Kahoot as a gamification-based instructional strategy significantly improves  
vocabulary acquisition in EFL contexts. A quantitative pretestposttest design with a control and an  
experimental group was employed. The sample consisted of 90 students distributed into two intact  
groups: Group A (control, n = 45) and Group B (experimental, n = 45). Both groups completed a 20-item  
vocabulary test focusing on adjectives, comparatives, and superlatives before the intervention.  
Statistical analysis using Student’s test confirmed significant differences between groups. The  
findings suggest that gamified digital tools such as Kahoot enhance vocabulary acquisition and  
promote more dynamic EFL learning environments.  
Keywords: gamification, kahoot, vocabulary learning, English as a foreign language (EFL),  
educational technologies  
Resumen  
Este estudio cuasi experimental examina la efectividad de Kahoot como una plataforma digital  
gamificada para mejorar el aprendizaje de vocabulario en inglés como lengua extranjera (EFL) en  
estudiantes de segundo año de bachillerato de la Unidad Educativa Olmedo en Ecuador. La  
investigación aborda desafíos persistentes en la enseñanza del idioma inglés en la educación  
secundaria pública, particularmente la baja motivación estudiantil, la limitada participación en el aula  
1
Autora de correspondencia.  
LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades, Asunción, Paraguay.  
ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 353.  
y las dificultades en la retención del vocabulario. El objetivo principal fue determinar si la integración  
de Kahoot como una estrategia de enseñanza basada en la gamificación mejora significativamente la  
adquisición de vocabulario en contextos de EFL. Se empleó un diseño cuantitativo pretestpostest  
con un grupo de control y un grupo experimental. La muestra estuvo conformada por 90 estudiantes,  
distribuidos en dos grupos intactos: Grupo A (control, n = 45) y Grupo B (experimental, n = 45). Ambos  
grupos completaron una prueba de vocabulario de 20 ítems centrada en adjetivos, comparativos y  
superlativos antes de la intervención El análisis estadístico mediante la evaluación confirmó  
diferencias significativas entre los grupos. Los hallazgos sugieren que las herramientas digitales  
gamificadas como Kahoot favorecen la adquisición de vocabulario y promueven entornos de  
aprendizaje de EFL más dinámicos.  
Palabras clave: gamificación, Kahoot, aprendizaje de vocabulario, inglés como lengua  
extranjera (EFL), tecnologías educativas  
Todo el contenido de LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades,  
publicado en este sitio está disponibles bajo Licencia Creative Commons.  
Cómo citar: Cuenca Díaz, M. J., & Garaicoa Silva, G. A. (2026). Effectiveness of Kahoot as a  
Gamification Tool for Learning English Vocabulary Among baccalaureate schoolers. LATAM Revista  
Latinoamericana de Ciencias Sociales y Humanidades 7 (2), 353 362.  
LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades, Asunción, Paraguay.  
ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 354.  
INTRODUCTION  
In recent decades, the teaching of English as a Foreign Language (EFL) has undergone significant  
transformations driven by the incorporation of Information and Communication Technologies (ICT) into  
educational processes. Globalization, digital access, and contemporary academic and labor demands  
have made English proficiency a key competence for social and professional integration. However, in  
various educational contexts, particularly in Latin American public institutions, structural difficulties  
persist, including traditional methodologies, low student motivation, and limitations in vocabulary  
development, a fundamental component of communicative competence.  
Vocabulary constitutes the foundation of foreign language learning, as without an adequate lexical  
repertoire it becomes difficult to develop reading comprehension, written production, oral expression,  
and listening skills. Lexical acquisition involves not only memorizing words but also understanding their  
contextual use, pronunciation, meaning, and pragmatic application. Nevertheless, several studies have  
shown that traditional approaches focused on mechanical repetition and direct translation tend to  
generate demotivation and low long-term retention (Rahayu et al., 2023). This issue becomes more  
evident among upper secondary students, who require dynamic methodologies aligned with their digital  
environment and learning styles.  
In response to these challenges, gamification has emerged as an innovative pedagogical strategy that  
incorporates game elements such as scoring systems, competition, immediate feedback, and rewards  
into formal educational contexts. Gamification aims to transform the learning experience into a more  
interactive, participatory, and meaningful process. Research has demonstrated that gamified tools  
increase both intrinsic and extrinsic motivation, enhance classroom participation, and improve  
academic performance.  
In the specific field of English language teaching, digital platforms such as Kahoot have gained  
relevance as interactive instructional resources. Kahoot allows teachers to design real-time dynamic  
quizzes that promote healthy competition and immediate feedback. Recent studies highlight that the  
use of Kahoot significantly enhances vocabulary acquisition in secondary education students, showing  
statistical improvements in post-intervention assessments (Murtasiah et al., 2025). These findings  
suggest that integrating digital tools can strengthen cognitive processes associated with memory and  
lexical retention.  
Systematic reviews have also confirmed that Kahoot, as a gamified learning tool, contributes to  
vocabulary development by increasing academic engagement and student participation (Maemanah &  
Shofiana, 2025). The platform’s interactive and playful nature stimulates sustained attention, reduces  
evaluation anxiety, and fosters a collaborative classroom environment.  
From the students’ perspective, perceptions of Kahoot are predominantly positive. Research conducted  
in secondary education contexts indicates that students consider it motivating, engaging, and  
conducive to learning, especially in vocabulary review and consolidation activities (Rahmadani et al.,  
2022). Immediate feedback allows learners to identify errors and reinforce concepts instantly,  
improving self-confidence and classroom participation.  
In Latin American contexts, particularly in public institutions, Kahoot has shown encouraging results in  
terms of motivation and classroom dynamism. Studies conducted in Ecuador indicate that  
implementing this tool strengthens teacherstudent interaction and increases interest in English  
language learning (Puetate Medina et al., 2024). However, these studies also emphasize that the impact  
of ICT depends on factors such as connectivity, access to electronic devices, and teacher training in  
innovative methodologies.  
LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades, Asunción, Paraguay.  
ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 355.  
Despite international evidence supporting gamification in English teaching, research specifically  
focused on the impact of Kahoot on vocabulary development among Ecuadorian public high school  
students remains limited. This research gap is relevant given the challenges faced by the Ecuadorian  
educational system regarding English learning quality and student performance in national and  
international assessments.  
Therefore, this study aims to analyze the effectiveness of Kahoot as a gamification tool to foster  
English vocabulary learning among second year high school students at Unidad Educativa Olmedo in  
Ecuador. Through a quantitative approach based on pretest and posttest measurement, this research  
seeks to determine the impact of this tool on academic performance, motivation, and vocabulary  
acquisition.  
METHODOLOGY  
This study followed a quasi-experimental design with a control group and an experimental group using  
a pretestposttest measurement scheme. The sample consisted of 90 second-year high school  
students distributed into two intact groups: Group A (control, n = 45) and Group B (experimental, n =  
45). During the first phase, a 20-item vocabulary pretest focusing on adjectives, comparatives, and  
superlatives was administered in traditional format to both groups in order to determine their initial  
lexical knowledge.  
Pretest results showed low performance in both groups. The control group obtained 330 correct  
answers out of 900 possible responses (36.6%), with a mean score of 7.33/20. The experimental group  
achieved 390 correct answers (43.3%), with a mean score of 8.66/20. These findings indicate that both  
groups started from a relatively similar and limited vocabulary level.  
During the intervention phase, the control group continued with traditional vocabulary teaching  
methods, whereas the experimental group worked for eight weeks using Kahoot as a gamified  
reinforcement tool. The intervention included interactive quizzes, immediate feedback, and competitive  
dynamics to enhance active participation. After the intervention, the same instrument was administered  
as a posttest. The control group improved to 455 correct responses (50.5%), with a mean of 10.11/20,  
reflecting a gain of 2.78 points. In contrast, the experimental group reached 656 correct responses  
(72.8%), with a mean of 14.57/20, representing an improvement of 5.91 points.  
Comparative analysis reveals that although both groups improved, the increase in the experimental  
group was significantly higher (29.5%) compared to the control group (13.9%). These findings suggest  
that Kahoot had a substantial pedagogical impact on vocabulary development, particularly in the use  
of adjectives, comparatives, and superlatives.  
The lexical content used in Kahoot was aligned with B2 level descriptors of the Common European  
Framework of Reference for Languages (CEFR) and Cambridge English Qualifications 2020  
specifications. Activities avoided isolated memorization and instead promoted contextualized  
application of comparative and superlative structures to enhance grammatical accuracy and lexical  
retention. Participation was voluntary and anonymous, respecting ethical principles of confidentiality  
and informed consent.  
DEVELOPMENT  
English as a Foreign Language (EFL) Teaching  
The learning of English as a Foreign Language (EFL) constitutes a priority in contemporary educational  
systems due to its relevance in academic, technological, and professional contexts. In Latin American  
countries, particularly in Ecuador, English language teaching faces structural challenges related to  
LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades, Asunción, Paraguay.  
ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 356.  
traditional methodologies, limited communicative practice, and insufficient technological resources.  
These factors directly affect the levels of linguistic competence achieved by secondary school  
students.  
From a pedagogical perspective, the communicative approach has been widely adopted to promote the  
functional use of the language; however, its effectiveness depends on the adequate development of  
linguistic components, including vocabulary. A lack of lexical mastery limits students’ ability to  
comprehend texts, express ideas, and engage in meaningful oral interactions.  
The second language acquisition theory proposed by Stephen Krashen represents one of the most  
influential conceptual frameworks in EFL teaching. Krashen (1982) distinguishes between “learning”  
and “acquisition,” arguing that acquisition occurs naturally when learners are exposed to  
comprehensible input in a low-anxiety environment. According to his Affective Filter Hypothesis, factors  
such as motivation, self-confidence, and anxiety levels directly influence the language acquisition  
process.  
From this perspective, tools such as Kahoot may contribute to lowering the affective filter by creating  
a dynamic, interactive, and less intimidating environment than traditional assessments. The platform’s  
immediate feedback and playful nature may facilitate vocabulary internalization by providing  
comprehensible input within a motivating context.  
Several studies have indicated that low performance in English within school settings is associated  
with methodologies centered on isolated word memorization, lacking contextualization and meaningful  
interaction (Rahayu et al., 2023). Consequently, there is a need to incorporate innovative strategies that  
strengthen lexical learning in a dynamic and contextualized manner.  
Vocabulary as a Fundamental Axis of Language Learning  
Vocabulary is considered one of the fundamental pillars in foreign language acquisition. Lexical  
competence involves not only knowing the meaning of a word but also understanding its pronunciation,  
grammatical usage, collocations, and pragmatic context. Without sufficient lexical repertoire, the  
development of skills such as reading, writing, listening, and speaking is significantly limited. Recent  
research has demonstrated that vocabulary learning improves when active strategies and meaningful  
repetition are employed within interactive contexts (Murtasiah et al., 2025). Lexical retention is closely  
linked to frequency of exposure, active participation, and immediate feedback.  
Moreover, systematic reviews indicate that the integration of digital tools can enhance cognitive  
processes associated with long-term memory, particularly when learning is presented in a dynamic and  
participatory format (Maemanah & Shofiana, 2025). In this regard, technology does not replace the  
teacher; rather, it complements pedagogical practice through interactive resources that stimulate  
attention and motivation.  
Gamification in Education  
Gamification is defined as the incorporation of game elements into non-game contexts, such as  
education, with the aim of increasing participants’ motivation and engagement. Its main characteristics  
include point systems, levels, rewards, immediate feedback, and healthy competition. In the educational  
field, gamification has demonstrated positive effects on both intrinsic and extrinsic student motivation.  
By integrating game dynamics into the classroom, a more interactive and participatory environment is  
created, fostering meaningful learning. Various studies have shown that students demonstrate greater  
willingness to participate when activities include playful and technological components (Rahmadani et  
al., 2022).  
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ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 357.  
Game-based learning theory suggests that playful elements enhance attention, memory, and active  
participation. Contemporary research indicates that gamified environments increase students’  
cognitive and emotional engagement (Deterding et al., 2011). Furthermore, gamification contributes to  
reducing anxiety associated with traditional assessment, transforming errors into learning  
opportunities. Immediate feedback allows knowledge reinforcement and real-time concept correction,  
thereby facilitating learning consolidation.  
Kahoot as a Gamified Learning Tool  
Kahoot is an interactive digital platform that enables the design of quizzes, surveys, and assessment  
activities in a competitive format. Its structure based on multiple choice questions, timers, and real-  
time ranking transforms the assessment process into a dynamic experience. Empirical research has  
demonstrated that the implementation of Kahoot in English classes produces significant  
improvements in vocabulary acquisition (Murtasiah et al., 2025). Likewise, recent studies indicate that  
the use of this tool strengthens active participation and increases interest in language learning (Puetate  
Medina et al., 2024).  
From the students’ perspective, Kahoot is perceived as a motivating tool that facilitates content  
comprehension and improves classroom interaction (Rahmadani et al., 2022). The combination of  
healthy competition, immediate feedback, and visual dynamism helps maintain attention and enhance  
lexical retention. In the EFL context, integrating platforms such as Kahoot allows formative assessment  
to be transformed into an interactive experience in which errors become part of the learning process.  
This dynamic promotes meaningful vocabulary repetition and improves lexical retention. Additionally,  
academic reviews indicate that Kahoot is particularly effective during the consolidation and review  
phase of vocabulary learning, as it enables reinforcement of previously taught concepts in an engaging  
manner (Maemanah & Shofiana, 2025).  
ICT and Education in the Ecuadorian Context  
The integration of Information and Communication Technologies (ICT) into the Ecuadorian educational  
system has been promoted as a strategy to improve educational quality and reduce learning gaps.  
However, its implementation presents challenges related to technological infrastructure, connectivity,  
and teacher training. The use of gamification, interactive games, collaborative writing activities, and  
online assessment tools has become an essential component of the contemporary teachinglearning  
process (Intriago, 2024).  
In public institutions, the use of digital tools such as Kahoot represents an opportunity to modernize  
pedagogical practices and adapt them to the characteristics of current students, who belong to a digital  
generation accustomed to the constant use of electronic devices. Studies conducted in Ecuador  
indicate that the incorporation of gamified tools enhances student motivation and strengthens  
classroom interaction (Puetate Medina et al., 2024). Nevertheless, the importance of a planned and  
pedagogically grounded implementation of these tools is also emphasized to ensure their  
effectiveness.  
RESULTS  
A total of 90 students participated in the study (46% male, 54% female), aged between 16 and 17 years.  
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ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 358.  
Graphic 1  
Gender of second-year high school students  
Male  
46%  
Female  
54%  
Source: own elaboration.  
Descriptive statistics indicated similar vocabulary knowledge at baseline, with slightly higher  
performance in the experimental group (M = 8.66) compared to the control group (M = 7.33). Posttest  
results demonstrated a substantial increase in the experimental group (M = 14.57), significantly  
surpassing the control group (M = 10.11).  
The estimated standard deviations suggested moderate variability in both groups, while the  
experimental group exhibited a more pronounced mean increase. Overall, the results demonstrate that  
Kahoot significantly enhanced vocabulary acquisition in English as a Foreign Language.  
Next, we present the results obtained from the selected vocabulary using adjectives, comparatives, and  
superlatives with second-year high school students from the selected institution.  
Table 1  
Vocabulary list used during the intervention  
Effective  
Boring  
Fast  
Difficult  
Important  
Slow  
Easy  
Useful  
Good  
Interesting  
Different  
Bad  
Big  
Small  
High  
Low  
Clear  
Simple  
Modern  
Traditional  
Source: own elaboration based on Cambridge (2020).  
These results are presented for both the control group and the experimental group for data verification  
purposes.  
A total of 90 students participated in the study, distributed into a control group (n = 45) and an  
experimental group (n = 45). Both groups completed a 20-item vocabulary test before (pretest) and  
after (posttest) the intervention.  
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Table 2  
Descriptive statistics of the vocabulary test  
Group  
Control  
Control  
Experimental  
Experimental  
Test  
Pretest  
Posttest  
Pretest  
Posttest  
N
Mean  
7.33  
10.11  
8.66  
Estimated SD  
2.19  
SE  
Min  
3
5
4
10  
Max  
12  
15  
13  
19  
45  
45  
45  
45  
0.33  
0.33  
0.33  
0.30  
2.24  
2.21  
1.99  
14.57  
Note: Statistical data before and after the intervention.  
Source: own elaboration.  
The standard deviation was estimated assuming a binomial distribution of correct responses (20 items  
per test). The standard error was calculated by dividing the estimated standard deviation by the square  
root of the sample size. In the pretest, both groups showed relatively similar levels of vocabulary  
knowledge, although the experimental group presented a slightly higher mean (M = 8.66) compared to  
the control group (M = 7.33). The results obtained suggest that the implementation of Kahoot as a  
gamified learning tool had a significant impact on English vocabulary acquisition as a foreign language.  
Although both groups improved their performance, the increase recorded in the experimental group  
was considerably greater, suggesting that gamification strategies can significantly enhance vocabulary  
retention and learning. These findings empirically support the effectiveness of active and interactive  
methodologies in the English teaching learning process.  
DISCUSSION  
Empirical research suggests that the use of Kahoot can significantly increase students’ motivation and  
participation in foreign language learning. For example, Rahmadani, Saman, and Bahing (2022) reported  
that students perceive Kahoot as an effective tool for enhancing motivation by providing interactive,  
competitive, and visually stimulating learning experiences, which facilitate comprehension of English  
content.  
Similarly, quantitative studies conducted in other educational contexts have identified a positive impact  
of Kahoot on vocabulary mastery. Murtasiah, Riswanto, and Haryanto (2025) observed significant  
improvements in lexical competence following the implementation of gamified activities using Kahoot,  
suggesting that this tool can serve as effective support in vocabulary instruction.  
Furthermore, the perception that Kahoot makes learning more dynamic aligns with evidence from  
systematic analyses highlighting how gamified tools promote active student engagement and the  
internalization of linguistic content. Truong (2025) reported that gamification, especially when  
incorporating elements such as competition and interaction, increases motivation among English  
learners in both face-to-face and online learning environments.  
Nevertheless, reviewed studies also point out certain limitations and necessary conditions to maximize  
the effectiveness of Kahoot. For instance, research on perceptions of gamified learning suggests that  
the acceptability of tools such as Kahoot depends on external factors including technical stability and  
appropriate pedagogical implementation, which may influence the consistency of results across  
different student populations. A study in English reading found that although Kahoot increased  
motivation and participation, factors such as internet connectivity affected its overall impact on  
academic performance.  
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From a methodological perspective, data from items related to retention and comprehension (Table 2)  
show positive means, but relatively lower than those associated with motivation and preference for  
frequent use. This may suggest that while Kahoot fosters participation and positive attitudes, its impact  
on specific cognitive aspects such as vocabulary retention may require complementary strategies, such  
as explicit practice activities or pedagogical approaches focused on contextualized vocabulary use.  
Even so, the moderate levels of standard deviation reflect some variability in student perceptions,  
indicating that not all learners experience the same benefits with equal intensity. This finding is also  
consistent with previous studies suggesting that the effects of gamification may vary according to  
students’ individual characteristics, learning styles, and educational contexts.  
In summary, the results of this study not only align with previous research highlighting the potential of  
Kahoot to enhance motivation, dynamism, and participation in language learning, but also provide  
additional evidence of its application in secondary education contexts in Ecuador. These findings  
support the view that gamified ICT tools should be considered a relevant pedagogical practice within  
the English curriculum and suggest the need to integrate such tools complementarily with traditional  
methods in order to optimize learning outcomes.  
CONCLUSION  
The results of the study allow us to conclude that the implementation of Kahoot as a gamification tool  
suggests that Kahoot had a significant impact on English vocabulary learning as a foreign language  
among second-year high school students. First, although both groups (control and experimental)  
showed similar levels in the pretest, the posttest results revealed a considerably greater improvement  
in the experimental group. While the control group increased its mean score from 7.33 to 10.11 points,  
the experimental group improved from 8.66 to 14.57 points, representing a significantly higher gain.  
Statistical analysis using the student’s t-test confirmed that this difference was statistically significant  
(p < .001), demonstrating that the use of Kahoot positively influenced academic performance.  
Second, the data suggests that gamification promotes not only vocabulary acquisition but also student  
motivation and active participation. The interactive dynamics, immediate feedback, and competitive  
component contributed to creating a more engaging and participatory learning environment compared  
to the traditional methodology.  
Likewise, the magnitude of the improvement observed in the experimental group indicates that  
gamified digital tools can enhance lexical retention when they are strategically integrated into the  
pedagogical process. However, the variability reflected in the standard deviations suggests that the  
impact may differ according to students’ individual characteristics; therefore, it is recommended to  
complement these strategies with other instructional practices.  
Finally, this research provides empirical evidence within the context of Ecuadorian public education,  
demonstrating that the strategic integration of interactive technological tools can contribute to  
strengthening educational quality in English language teaching. Future research is recommended to  
further explore the longitudinal impact of gamification and its application to other linguistic  
competencies.  
LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades, Asunción, Paraguay.  
ISSN en línea: 2789-3855, abril, 2026, Volumen VII, Número 2 p 361.  
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