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
DOI:
https://doi.org/10.56712/latam.v7i2.5635Palabras clave:
gamification, kahoot, vocabulary learning, English as a foreign language (EFL), educational technologiesResumen
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 pretest–posttest 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.
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Derechos de autor 2026 Marissa Johanna Cuenca Díaz, Gary Andrés Garaicoa Silva

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.













