Students’ Voices on Gamified Grammar Learning: Exploring Kahoot As A Digital Tool for Understanding Parts of Speech

Penulis

  • Lutfiyah Universitas Esa Unggul

Kata Kunci:

Gamification, Kahoot, Grammar, Parts Of Speech, EFL Learning

Abstrak

Grammar is an important component in English language learning, but it is often perceived as difficult and boring by EFL learners, especially when it comes to Parts of Speech. This perception generally arises from the use of traditional learning methods that focus on memorizing rules and mechanical exercises without communicative context. Therefore, a more interactive and engaging learning approach is needed to increase student motivation and involvement. This study aimed to explore the perceptions and experiences of EFL students in using Kahoot as a gamified medium for learning Parts of Speech. This study used a descriptive qualitative design involving 19 students from the English Education Study Program at a private university in Indonesia. Data were collected through participatory observation and semi-structured interviews, then analyzed using the Miles, Huberman, and Saldaña data analysis model. Data validity was ensured through data source triangulation. The results showed that the use of Kahoot increased students' motivation and engagement in learning, created positive affective experiences, helped them understand Parts of Speech, and encouraged more active social interaction in the classroom. These findings indicate that Kahoot is an effective gamification medium to support grammar learning in the context of EFL. This study recommends using Kahoot as an alternative to more interactive and engaging strategies for grammar learning.

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Diterbitkan

2025-12-29

Cara Mengutip

Lutfiyah. (2025). Students’ Voices on Gamified Grammar Learning: Exploring Kahoot As A Digital Tool for Understanding Parts of Speech. The Virtual International Conference on Economics, Law and Humanities, 4(1), 211–217. Diambil dari https://callforpaper.unw.ac.id/index.php/ICOELH/article/view/1695