Academia Open
Vol. 10 No. 1 (2025): June

Kahoot Improves Elementary Students Vocabulary Mastery in Experimental Study

Indah Putri Lestari (Universitas Muhammadiyah Sidoarjo)
Yuli Astutik (Universitas Muhammadiyah Sidoarjo)



Article Info

Publish Date
21 Jun 2025

Abstract

General Background: The integration of gamified digital tools in education has been widely recognized as a means to increase student engagement and motivation. Specific Background: Interactive platforms such as Kahoot provide time-based quizzes, instant feedback, and competitive elements that may support language learning in elementary classrooms. Knowledge Gap: Despite extensive research on motivation and general outcomes, limited empirical evidence addresses concrete linguistic gains, particularly vocabulary mastery among young learners. Aims: This study investigates whether Kahoot-based instruction leads to greater vocabulary acquisition than conventional teaching methods among fourth-grade elementary students. Results: Using a true experimental pre-test–post-test design with 36 students, both groups improved, but the Kahoot group achieved substantially higher gains, with a statistically significant difference in post-test scores (p = 0.012) and a large effect size. Novelty: The study contributes direct experimental evidence focusing on vocabulary mastery rather than engagement alone in elementary English education. Implications: The findings indicate that integrating game-based digital platforms into language instruction can support active participation and measurable vocabulary development, suggesting practical value for teachers seeking interactive approaches aligned with contemporary curricula. Highlights: Learners using interactive quizzes achieved markedly larger score gains than those taught with textbooks and worksheets. Both instructional approaches produced progress, but the digital game group demonstrated a substantially wider improvement margin. Statistical testing confirmed a significant difference between groups, indicating strong educational relevance of the treatment. Keywords: Kahoot; Gamified Learning; Vocabulary Mastery; Elementary English Education; Experimental Study

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Journal Info

Abbrev

acopen

Publisher

Subject

Medicine & Pharmacology Public Health

Description

Academia Open is published by Universitas Muhammadiyah Sidoarjo published 2 (two) issues per year (June and December). This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge. This ...