TITLE:
Gamification Functionality and Features of Kahoot! in Learning—ESL Teachers and Students’ Perceptions
AUTHORS:
Pavitra Sinnivasagam, Tan Kim Hua
KEYWORDS:
Kahoot!, Kahoot! Features, Kahoot! Functions, ESL Learners, Gamification in Learning, Demographic Factors
JOURNAL NAME:
Open Journal of Social Sciences,
Vol.11 No.2,
February
27,
2023
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!.