Perspectives of Van Lang University Master's Students in English Language Studies towards the Pedagogical Application of Kahoot! and Quizlet to Teach English Vocabulary
DOI:
https://doi.org/10.54855/ijaile.24114Keywords:
Kahoot!, Quizlet, gamification, digital flashcards, English, learning vocabularyAbstract
English has gained significant popularity as a foreign language in Vietnam. English has achieved widespread usage in education, marketing, and commerce with the assistance of the Vietnamese government. Since English is widely used in numerous academic fields by students, instructors, and researchers, English majors must prioritize the acquisition of a robust vocabulary. As a result, Quizlet and Kahoot are excellent resources for vocabulary acquisition. This study investigates the perspectives of English Master's students at Van Lang University on using Kahoot! and Quizlet in teaching English vocabulary. The research only includes data collected from a selected group of Van Lang University's English Language Master's degree students during the 2023–2025 academic year. As an academic tool for teaching English vocabulary, Quizlet and Kahoot! require selected users to have prior experience. Based on the findings of this study, Kahoot! and Quizlet are two of the most useful tools for English language instructors, particularly when it comes to helping students learn new words and then testing their comprehension of those words using two different approaches, qualitative as well as quantitative.References
Ahmed, A. A. A., Sayed, B. T., Wekke, I. S., Widodo, M., Rostikawati, D., Ali, M. H., Hussein, H. A. A., & Azizian, M. (2022). An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners’ Vocabulary Recall and Retention. Education Research International, 2022. https://doi.org/10.1155/2022/9739147 DOI: https://doi.org/10.1155/2022/9739147
Apuke, O. D. (2017). Quantitative Research Methods: A Synopsis Approach. Arabian Journal of Business and Management Review, 6(11), 40-47. doi:10.12816/0040336 DOI: https://doi.org/10.12816/0040336
Bueno-Alastuey, M. C., & Nemeth, K. (2022). Quizlet and podcasts: effects on vocabulary acquisition. Computer Assisted Language Learning, 35(7), 1407-1436. DOI: https://doi.org/10.1080/09588221.2020.1802601
Chiang, H.-H. (2020). Kahoot! in an EFL reading class. Journal of Language Teaching and Research, 11(1), 33-44. https://doi.org/10.17507/jltr.1101.05 DOI: https://doi.org/10.17507/jltr.1101.05
Chien, C.-W. (2015). Analysis the Effectiveness of Three Online Vocabulary Flashcard Websites on L2 Learners' Level of Lexical Knowledge. English Language Teaching, 8(5), 111-121. https://doi.org/10.5539/elt.v8n5p111 DOI: https://doi.org/10.5539/elt.v8n5p111
Coffey, H. (2009). Digital game-based learning. Learn NC.
Deubel, P. (2006). Game on! T.H.E. Journal (Technological Horizons in Education), 33(6), 30-35.
Dörnyei, Z. (2007). Research methods in applied linguistics. Oxford University Press.
Dreyer, J. (2014). The effect of computer-based self-access learning on weekly vocabulary test scores. Studies in Self-Access Learning Journal, 5(3), 217-234. https://sisaljournal.org/archives/sep14/dreyer/ DOI: https://doi.org/10.37237/050303
Du, T. M., Nguyen, T. N., & Le, N. A. (2024). Improving First-Year English-Majored Students’ Speaking Skills through Using Digital Storytelling. International Journal of Language Instruction, 3(2), 29–44. https://doi.org/10.54855/ijli.24323 DOI: https://doi.org/10.54855/ijli.24323
Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of Convenience Sampling and Purposive Sampling. American Journal of Theoretical and Applied Statistics, 5(1), doi:1-4. 10.11648/j.ajtas.20160501.11 DOI: https://doi.org/10.11648/j.ajtas.20160501.11
Flores, J. F. F. (2015). Using Gamification to Enhance Second Language Learning. Digital Education Review, 27(21), 32-54. https://doi.org/10.26803/ijlter.19.5.2
Haqqi, K. A., Vega Hesmatantya, V. x., & Mayasari, L. (2023). Students’ Attitude towards the Utility of Kahoot! in English Learning: a Systematic Review. Education and Human Development Journal, 8(1), 109-123. https://doi.org/10.33086/ehdj.v8i1.4285 DOI: https://doi.org/10.33086/ehdj.v8i1.4285
Ho, D. V., Pham, T. S. T., & Huynh, N. T. (2020). Using Quizlet to Enhance Vocabulary Acquisition of non-English Major Freshmen. The 8th OpenTESOL International Conference 2020, 576-590. https://www.researchgate.net/profile/Vy-Luu-2/publication/343334381_PROSODY-BASED_TECHNIQUES_FOR_ENHANCING_EFL_LEARNERS'_LISTENING_SKILLS_in_Proceedings_of_the_8th_OpenTesol_international_conference_2020_page_263-276/links/5f239d08a6fdcccc439be6f1/PROSODY-
Idris, M. I., Said, N. E. M., & Tan, K. H. (2020). Game-Based Learning Platform and its Effects on Present Tense Mastery: Evidence from an ESL Classroom. International Journal of Learning, Teaching and Educational Research, 19(5). https://doi.org/10.26803/ijlter.19.5.2 DOI: https://doi.org/10.26803/ijlter.19.5.2
Khan, R. M. I. (2022). The use of Flashcards in teaching EFL vocabulary in online learning. REGISTER JOURNAL, 15(1), 109-125. https://doi.org/10.18326/rgt.v15i1.109-125 DOI: https://doi.org/10.18326/rgt.v15i1.109-125
Klimova, B., & Kacetl, J. (2018). Computer Game-Based Foreign Language Learning: Its Benefits and Limitations. Innovative Solutions and Practices, 26–34. https://doi.org/10.1007/978-981-13-0008-0_3 DOI: https://doi.org/10.1007/978-981-13-0008-0_3
Korkealehto, K., & Siklander, P. (2018). Enhancing engagement, enjoyment and learning experiences through gamification on an English course for health care students. Seminar.Net: Media, Technology & Life-Long Learning, 14(1), 13-30. journals.hioa.no/index.php/seminar/article/view/2579 DOI: https://doi.org/10.7577/seminar.2579
Kusumayanthi, S., & Rusmiyati, M. (2021). STUDENTS’ ENGAGEMENT IN LEARNING ENGLISH VOCABULARY VIA GAMES IN KAHOOT! English Journal Literacy Utama, 6(1), 444-452. https://doi.org/10.33197/ejlutama.v6i1.153 DOI: https://doi.org/10.33197/ejlutama.v6i1.153
Leedy, P. D., & Ormrod, J. E. (2015). Practical Research: Planning and Design. 11th Edition (GLOBAL EDITION ed.). Pearson. https://pce-fet.com/common/library/books/51/2590_%5BPaul_D._Leedy,_Jeanne_Ellis_Ormrod%5D_Practical_Res(b-ok.org).pdf
Licorish, S. A., George, J. L., Owen, H. E., & Daniel, B. (2017). “Go Kahoot!” enriching classroom engagement, motivation and learning experience with games. Proceedings of the 25th international conference on computers in education, 755-764. https://www.researchgate.net/profile/Sherlock-Licorish/publication/322150947_Go_Kahoot_Enriching_Classroom_Engagement_Motivation_and_Learning_Experience_with_Games/links/5a484fd80f7e9ba868ab622d/Go-Kahoot-Enriching-Classroom-Engagement-Motivation-and-Learn
Ngarofah, S., & Sumarni, A. (2018). Teaching vocabulary using flashcards to young learners. PROJECT (Professional Journal of English Education), 1(6), 775-782. https://doi.org/10.22460/project.v1i6.p775-782 DOI: https://doi.org/10.22460/project.v1i6.p775-782
Nguyen, T. T., Nguyen, D. T., Nguyen, D. L. Q. K., Mai, H. H., & Le, T. T. X. (2022). Quizlet as a Tool for Enhancing Autonomous Learning of English Vocabulary. AsiaCALL Online Journal, 13(1), 150-165. https://doi.org/10.54855/acoj221319 DOI: https://doi.org/10.54855/acoj221319
Nguyen, T. H. (2022). The Effects of Using Online Applications to Teach Vocabulary to English Learners of HUFI in Ho Chi Minh City. International Journal of TESOL & Education, 2(3), 32-42. https://doi.org/10.54855/ijte.22233 DOI: https://doi.org/10.54855/ijte.22233
Nguyen, T. T. H. (2020). The proposed status of English as a second language in Vietnam (Master's thesis, Itä-Suomen yliopisto). https://erepo.uef.fi/bitstream/handle/123456789/23927/1607511277160431344.pdf
Nugraha, E. N. L., Salsabila, S., & Ramadhiani, T. S. (2021). Implementing online quiz application in EFL classroom. International Conference on Education of Suryakancana (IConnects Proceedings), 308-314. https://www.researchgate.net/profile/Librilianti-Kurnia-Yuki/publication/353514447_PUBLIKASI_PROCEEDING_iCONNECT2021_rev_27_Feb_21_1/links/610125172bf3553b29175dd5/PUBLIKASI-PROCEEDING-iCONNECT2021-rev-27-Feb-21-1.pdf#page=319
Pathak, V., Jena, B., & Kalra, S. (2013). Qualitative research. Perspectives in Clinical Research, 4(3), 192. https://doi.org/10.4103/2229-3485.115389 DOI: https://doi.org/10.4103/2229-3485.115389
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21. doi:10.1145/950566.950596 DOI: https://doi.org/10.1145/950566.950596
Quiroz, M. F., Gutiérrez, R., Rocha, F., Valenzuela, M. P., & Vilches, C. (2021). Improving English Vocabulary Learning through Kahoot!: A Quasi-Experimental High School Experience. Teaching English with Technology, 21(2), 3-13. https://yadda.icm.edu.pl/yadda/element/bwmeta1.element.ojs-issn-1642-1027-year-2021-volume-21-issue-2-article-b78b0026-f3da-3b11-a0ca-3eb42786341c/c/articles-2085231.pdf.pdf
Rabu, S. N. A., & Talib, Z. (2017). The Effects of Digital Game-based Learning on Primary School Students’ English Vocabulary. Innovative Teaching and Learning Journal (ITLJ), 1(1), 61-74. https://itlj.utm.my/index.php/itlj/article/view/8
Rao, P. S. (2019). The role of English as a global language. Research Journal of English, 4(1), 65-79. https://www.rjoe.org.in/Files/vol4issue1/new/OK%20RJOE-Srinu%20sir(65-79).pdf
Sippel, L. (n.d.). Quizlet. CALICO Journal, 39(3). https://doi.org/10.1558/cj.19888 DOI: https://doi.org/10.1558/cj.19888
Sung, Y. T., Chang, K. E., & Liu, T. C. (2015). The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis. Computers & Education, 94, 252-275. https://doi.org/10.1016/j.compedu.2015.11.008 DOI: https://doi.org/10.1016/j.compedu.2015.11.008
Wang, A. I. (2015). The wear-out effect of a game-based student response system. Computers & Education, 82, 217–227. https://doi.org/10.1016/j.compedu.2014.11.004 DOI: https://doi.org/10.1016/j.compedu.2014.11.004
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning—A literature review. Computers & Education, 149. https://doi.org/10.1016/j.compedu.2020.103818 DOI: https://doi.org/10.1016/j.compedu.2020.103818
Yüksel, H. G., Mercanoğlub, H. G., & Yılmaz, M. B. (2020). Digital flashcards vs. wordlists for learning technical vocabulary. Computer Assisted Language Learning, 35(8), 2001-2017. https://doi.org/10.1080/09588221.2020.1854312 DOI: https://doi.org/10.1080/09588221.2020.1854312
Zohrabi, M. (2013). Mixed method research: Instruments, validity, reliability and reporting findings. Theory and practice in language studies, 3(2), 254-262. https://doi.org/10.4304/tpls.3.2.254-262 DOI: https://doi.org/10.4304/tpls.3.2.254-262
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Le Duc Phuoc (Author)

This work is licensed under a Creative Commons Attribution 4.0 International License.