Volume 27, Issue 3, October 2019, Pages 797–808
Fouad Boulaid1 and Mohammed Moubtassime2
1 LCD, Faculty of Letter and Humanities, Sidi Mohamed Ben Abdellah University, Dhar el Mahraz, Fes, Morocco
2 LCD, Faculty of Letter and Humanities, Sidi Mohamed Ben Abdellah University, Dhar el Mahraz, Fes, Morocco
Original language: English
Copyright © 2019 ISSR Journals. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
The Kahoot is a Web 3.0 App that provides quizzes and jumbles in a “game-show” type format. Scores are granted for correct responses and participants instantly get the results of their responses. This study scrutinizes the role of using Kahoot in the enhancement of English Vocabulary of Moroccan EFL University Students. Ninety-seven third-semester Moroccan students of English at Sidi Mohamed Ben Abdellah University in Meknes were targeted. The aim of this quasi-experimental study is to analyze the importance of incorporating Kahoot as a Web 3.0 App inside classroom to enrich university students’ vocabulary, which contributes to honing language skills mainly writing and speaking. The project thus introduces the extent to which Kahoot paves the way for students to understand vocabulary in context. The participants were taught with the help of Kahoot activities, and the project lasted eight weeks. Analyses of the questionnaires’ responses prior to and after the exposure to Kahoot, which were administered to a convenient sampling, reveals it significantly contributes to students’ vocabulary richness. Indeed, the research seeks an alternate teaching approach that would assist students in widening English vocabulary via online gamification. Faculty members may hopefully generate novel pedagogies from this paper’s outcome. The ultimate results imply that Kahoot contributes to enriching EFL students’ lexicon.
Author Keywords: Include Kahoot, online gamification, English Vocabulary, EFL strategy.
Fouad Boulaid1 and Mohammed Moubtassime2
1 LCD, Faculty of Letter and Humanities, Sidi Mohamed Ben Abdellah University, Dhar el Mahraz, Fes, Morocco
2 LCD, Faculty of Letter and Humanities, Sidi Mohamed Ben Abdellah University, Dhar el Mahraz, Fes, Morocco
Original language: English
Copyright © 2019 ISSR Journals. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract
The Kahoot is a Web 3.0 App that provides quizzes and jumbles in a “game-show” type format. Scores are granted for correct responses and participants instantly get the results of their responses. This study scrutinizes the role of using Kahoot in the enhancement of English Vocabulary of Moroccan EFL University Students. Ninety-seven third-semester Moroccan students of English at Sidi Mohamed Ben Abdellah University in Meknes were targeted. The aim of this quasi-experimental study is to analyze the importance of incorporating Kahoot as a Web 3.0 App inside classroom to enrich university students’ vocabulary, which contributes to honing language skills mainly writing and speaking. The project thus introduces the extent to which Kahoot paves the way for students to understand vocabulary in context. The participants were taught with the help of Kahoot activities, and the project lasted eight weeks. Analyses of the questionnaires’ responses prior to and after the exposure to Kahoot, which were administered to a convenient sampling, reveals it significantly contributes to students’ vocabulary richness. Indeed, the research seeks an alternate teaching approach that would assist students in widening English vocabulary via online gamification. Faculty members may hopefully generate novel pedagogies from this paper’s outcome. The ultimate results imply that Kahoot contributes to enriching EFL students’ lexicon.
Author Keywords: Include Kahoot, online gamification, English Vocabulary, EFL strategy.
How to Cite this Article
Fouad Boulaid and Mohammed Moubtassime, “Investigating the Role of Kahoot in the Enhancement of English Vocabulary among Moroccan University Students : English Department as a Case Study,” International Journal of Innovation and Applied Studies, vol. 27, no. 3, pp. 797–808, October 2019.