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Utilization of Online Game-Based Application Kahoot as a Tool to Improve the Vocabulary Skills of ESL Learners at Kaypian National High School

Justine Joy C. Tadeo
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Justine Joy C. Tadeo: College Instructor, Bulacan State University –Sarmiento Campus, University Heights, Brgy. Kaypian, City of San Jose del Monte Bulacan, 3023, Province of Bulacan, Philippines

International Journal of Research and Innovation in Social Science, 2025, vol. 9, issue 2, 1833-1839

Abstract: This research aimed to test whether there is a significant effect of Game-based Application, Kahoot!, on the vocabulary acquisition skills of ESL (L2) learners. A total of 30 students ages 13 to 14 participated in the study. The student’s vocabulary acquisition skills were tested using a game-based application called “Kahoot!.†The study utilized a sequential exploratory research design from which the results of quasi-experiment and interview based on perceptions of the learners were both obtained. The intervention lasted for eight weeks, and the language learners’ views were collected using a data collection tool. The study used a pre-test –post-test one group design, and analyzed the quantitative results through paired t-test sample mean. The post-test results showed a significant increase of post-test scores compared to the pre-test scores. This implied that using Kahoot had a positive impact on language learners’ vocabulary levels. In addition, thematic analysis as well as In Vivo Coding Process and Inductive Approach were used to generate codes and formulated thematic analysis based on the answers of the interview participants. The learners generally expressed positive views on the digital game-based learning, saying that it highly improved their vocabulary through rewards, badges, reinforcements and healthy classroom competition. Receiving immediate feedback enhanced their motivation which made learning meaningful and permanent. In summary, through careful experiment and in-depth analysis of data results, the game-based learning approach using the application Kahoot was found to significantly enhance the vocabulary skills of language learners.

Date: 2025
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