Jul 2026· The International Journal of Learning in Higher Education· 0 citations
TL;DR
The findings suggest that game-based learning can effectively support grammar instruction in EFL contexts and offer practical implications for integrating digital tools into language classrooms, particularly in higher education settings.
Abstract
This study investigated the impact of the game-based learning platform Kahoot! on English as a Foreign Language (EFL) university students’ grammar performance, motivation, and attitudes. Conducted over one semester in a freshman English grammar course at a Taiwanese university, the study involved fifty-six students and adopted an action research approach, with data collected through pre- and posttests, weekly Kahoot! quizzes, surveys, classroom observations, and interviews. The results showed a significant improvement in grammar performance, with posttest scores exceeding pretest results, while weekly quiz data indicated consistent progress and sustained engagement. Qualitative findings revealed that Kahoot!’s gamified features, including instant feedback and competitive elements, enhanced students’ intrinsic motivation, promoted positive attitudes toward grammar learning, and encouraged active participation. Students also reported increased enjoyment, confidence, and a sense of achievement. Overall, the findings suggest that game-based learning can effectively support grammar instruction in EFL contexts and offer practical implications for integrating digital tools into language classrooms, particularly in higher education settings.
It is suggested that the Godot Engine 4-based GBL application provides a positive and engaging learning experience for English vocabulary instruction, however, further improvements to the application’s technical stability and performance are necessary to ensure more effective and seamless classroom implementation.
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The obtained findings revealed that gamifying mechanics resulted in significant increase in academic success and that student motivation rose from 3.10 to 4.30, which proved that the method supports cognitive processes and critical thinking abilities.
E. Impacto, DE Aprendizaje, Online Gamificado et al.· 1 citation
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