University students’ perceptions in Kahoot!-integrated game-based EFL classes

dc.contributor.authorDegırmencıoglu, Zehra
dc.contributor.authorGilanlioglu, Ilkay
dc.date.accessioned2026-02-06T17:47:54Z
dc.date.issued2023
dc.departmentDoğu Akdeniz Üniversitesi
dc.description.abstractIn today's digital landscape, students' lives are profoundly shaped by constant interaction with digital materials. In response, educators persistently seek innovative approaches to enhance educational practices. This research centers on unraveling the perceptions of English as a Foreign Language (EFL) students utilizing Kahoot! for language acquisition. A questionnaire was conducted to investigate students' perceptions regarding Kahoot! implementation in EFL classes, the role of Kahoot use in enhancing student motivation, and the effectiveness of using Kahoot in the language classroom. The study engaged 120 university-level EFL students, of whom 72 volunteers responded to the questionnaire. This survey was conducted among students who utilized Kahoot! throughout the semester, as the game-based tool was seamlessly integrated into the language learning curriculum in the North Cyprus context at the higher education level. Quantitative data was collected through an online questionnaire and evaluated using a four-point Likert scale. The findings illuminated students' positive perceptions of Kahoot!, underscoring its capacity to amplify motivation and engagement. The research proposes that dynamic tools like Kahoot! hold the potential to fashion an interactive, motivational, and effective milieu for language acquisition. These implications echo across curriculum development, technology fusion, and decision-making for educators and education administrators alike. By attaching the advantages of game-based learning platforms such as Kahoot!, educators can cultivate a more captivating and productive language learning atmosphere.
dc.identifier.doi10.29000/rumelide.1346634
dc.identifier.endpage1378
dc.identifier.issn2148-7782
dc.identifier.issn2148-9599
dc.identifier.issue35
dc.identifier.startpage1365
dc.identifier.trdizinid1194789
dc.identifier.urihttps://doi.org/10.29000/rumelide.1346634
dc.identifier.urihttps://search.trdizin.gov.tr/tr/yayin/detay/1194789
dc.identifier.urihttps://hdl.handle.net/11129/6637
dc.indekslendigikaynakTR-Dizin
dc.language.isoen
dc.relation.ispartofRumeliDE Dil ve Edebiyat Araştırmaları Dergisi
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_TR-Dizin_20260204
dc.subjectEducational technology
dc.subjectuniversity
dc.subjectmotivation
dc.subjectKahoot!
dc.subjectstudent perception
dc.subjectGame-based learning
dc.subjectEFL students
dc.titleUniversity students’ perceptions in Kahoot!-integrated game-based EFL classes
dc.typeArticle

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