University Students' Perceptions of Kahoot as a Tool for Structure and Writing Practice in TOEFL Preparation in Indonesia

Authors

  • Ahyadi Universitas Sulawesi Barat
  • Ikhsan Universitas Sulawesi Barat
  • Ridwan Universitas Sulawesi Barat

DOI:

https://doi.org/10.52217/ijlhe.v7i2.1645

Keywords:

gamified learning, Kahoot, students’ perception, TOEFL preparation

Abstract

This study investigates students' perceptions of Kahoot as a gamified assessment tool for TOEFL Structure and Written Expression. Utilizing a quantitative approach, the study analyzes responses from 19 participants who engaged in Kahoot-based evaluations. Findings reveal that Kahoot's interactive features—leaderboards, real-time feedback, and competitive scoring—significantly enhanced students' motivation, engagement, and enthusiasm during the evaluation process. The majority of participants expressed strong interest in using Kahoot for future evaluations and incorporating it into their teaching practices, citing its user-friendliness and effectiveness in sustaining attention throughout the assessment. Notably, no participants reported disinterest or demotivation, further reinforcing the platform’s potential as an engaging learning tool. This study highlights the transformative potential of gamified tools like Kahoot in creating dynamic learning environments that enhance traditional assessments. The results offer valuable insights for educators and curriculum developers seeking to integrate gamification into educational practices, particularly in high-stakes test preparation contexts. The implications of this research suggest that incorporating gamified tools can not only increase student engagement but also foster deeper learning through interactive and enjoyable assessment experiences. Moreover, such tools can bridge the gap between learning and assessment by making evaluations less intimidating and more accessible. Future research should explore its application across diverse educational settings and its long-term impact on learning outcomes

References

Addhiny, T. (2024). Kahoot! in English Language Learning: University Students’ Perceptions and Challenges Explored. International Journal of English and Applied Linguistics (IJEAL), 4(2), 296-303. https://doi.org/10.47709/ijeal.v4i2.4733

Akmal, S., Rasyid, M. N. A., Masna, Y., & Soraya, C. N. (2020). EFL Learners’ Difficulties in the Structure and Written Expression Section of TOEFL Test in An Indonesian University. Englisia Journal of Language Education and Humanities, 7(2), 164. https://doi.org/10.22373/ej.v7i2.6472

Alfehaid, A. F. T. (2017). Utilizing digital platforms in teaching and learning English in the Preparatory Year program at Imam Abdulrahman Bin Faisal University. Al-Hussein Bin Talal University Journal of Research. 3 (2), 324 - 337 https://doi.org/10.36621/0397-003-002-013

Ali, R., & Abdalgane, M. (2022). The impact of gamification “Kahoot App” in teaching English for academic purposes. World Journal of English Language, 12(7), 18. https://doi.org/10.5430/wjel.v12n7p18

Amin, M. M., & Paiman, N. (2022). University English language teachers’ use of digital platforms for online teaching. International Journal of Emerging Technologies in Learning (iJET), 17(20), 134–148. https://doi.org/10.3991/ijet.v17i20.31421

Amo, L., Liao, R., Kishore, R., & Rao, H. R. (2020). Effects of structural and trait competitiveness stimulated by points and leaderboards on user engagement and performance growth: A natural experiment with gamification in an informal learning environment. European Journal of Information Systems, 29(6), 704–730. https://doi.org/10.1080/0960085x.2020.1808540

Arsyad, S., Waluyo, B., & Maisarah, I. (2024). Enhancing TOEFL Performance and Student Motivation through Integrated Flipped and Gamified Learning in Online Settings. Human Behavior and Emerging Technologies, 2024, 1–14. https://doi.org/10.1155/2024/1054242

Asif, M., Thomas, G., Awan, M. U., & Din, A. M. (2020). Enhancing student engagement through heterogeneous pedagogical approaches: action research in a university level course in Saudi Arabia. International Journal of Educational Management, 35(1), 1–28. https://doi.org/10.1108/ijem-10-2019-0375

Bagunaid, W., Meccawy, M., Meccawy, Z., & Allinjawi, A. A. (2022). Tracking English language learners’ progress through a gamified social visualisation tool to increase motivation and performance. International Journal of Technology Enhanced Learning, 14(3), 286. https://doi.org/10.1504/ijtel.2022.123652

Bass, G. A., Chang, C. W. J., Sorce, L. R., Subramanian, S., Laytin, A. D., Somodi, R., Gray, J. R., Lane-Fall, M., & Kaplan, L. J. (2024). Gamification in critical care education and practice. Critical Care Explorations, 6(1), e1034. https://doi.org/10.1097/cce.0000000000001034

Behnagh, R. F., & Yasrebi, S. (2020). An examination of constructivist educational technologies: Key affordances and conditions. British Journal of Educational Technology, 51(6), 1907–1919. https://doi.org/10.1111/bjet.13036

De La Cruz, K. M. L., Gebera, O. W. T., & Copaja, S. J. N. (2021). Application of gamification in higher education in the teaching of English as a foreign language. In Smart innovation, systems and technologies (pp. 323–341). https://doi.org/10.1007/978-981-16-5063-5_27

Hastomo, T., Marcela, D., Ramadhanti, A., Viana, F., Saftiah, F. (2022). Student’s Perception of Using Tiktok Application for Learning English. Lexeme : Journal of Linguistics and Applied Linguistics, 4(2), 144–150. https://doi.org/10.32493/LJLAL.V4I2.20429

Herman, H., Silalahi, D. E., Sinaga, Y. K., & Silaban, G. C. (2023). An Analysis of Students Difficulties in Learning TOEFL at Seventh Semester of Universitas HKBP Nommensen Pematangsiantar. Ideas Jurnal Pendidikan Sosial Dan Budaya, 9(3), 805. https://doi.org/10.32884/ideas.v9i3.1391

Istiara, F., & Hastomo, T. (2023). Exploring lecturers and administrative staffs’ strategies to hone EFL students’ digital literacy. JOALL (Journal of Applied Linguistics and Literature), 8(1), 151–172. https://doi.org/10.33369/JOALL.V8I1.25568

Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00227-z

Kianinezhad, N. (2023). Effective Methods of Teaching Foreign Languages Online: A Global View. TESOL and Technology Studies, 4(1), 45–59. https://doi.org/10.48185/tts.v4i1.846

Lashari, T. A., Fiayaz, R., Lashari, S. A., Khan, I., Sultana, S., & Afzal, T. (2023). Kahoot: A game‐based web tool to assess motivation, engagement fun, and learning outcomes among engineers. Computer Applications in Engineering Education, 32(2). https://doi.org/10.1002/cae.22684

Luo, Z. (2021). Gamification for educational purposes: What are the factors contributing to varied effectiveness? Education and Information Technologies, 27(1), 891–915. https://doi.org/10.1007/s10639-021-10642-9

Narayana, I. G. P. P., & Soepriyanti, H. (2023). Students’ Difficulties in Coping with TOEFL Test: A Case Study in a Postgraduate English Program of a State University in Mataram. International Journal of Multicultural and Multireligious Understanding, 10(6), 321. https://doi.org/10.18415/ijmmu.v10i6.4780

Pham, A. T., & Nguyen, T. B. (2024). Investigating the Acceptance of Kahoot! for Warm-up Activities: A Case Study in Higher Education in Vietnam. TEM Journal, 277–285. https://doi.org/10.18421/tem131-29

Pratiwi, D. I., Atmaja, D. S., & Prasetya, H. W. (2021). Multiple E-Learning technologies on practicing TOEFL structure and written expression. JEES (Journal of English Educators Society), 6(1), 105–115. https://doi.org/10.21070/jees.v6i1.1194

Sari, Y. A., Suhono, Latief, S., & Hasyim, U. a. F. A. (2022). STUDENT DIFFICULTIES ON STRUCTURE AND WRITTEN EXPRESSION SECTION OF TOEFL IN HIGHER EDUCATION AT METRO CITY. Curricula, 6(1), 33–69. https://doi.org/10.22216/curricula.v6i1.122

Sinnivasagam, P., & Hua, T. K. (2023). Gamification Functionality and Features of Kahoot! in Learning—ESL Teachers and Students’ Perceptions. Open Journal of Social Sciences, 11(02), 404–421. https://doi.org/10.4236/jss.2023.112027

Slamet, J., & Sulistyaningsih, S. (2021). Students’ difficulties in answering “Structure and Written Expression” TOEFL-like at STKIP PGRI Sidoarjo. E-Structural, 4(01), 17–27. https://doi.org/10.33633/es.v4i01.4410

Tari, N., & Safitri, N. P. D. (2023). Using games: role play and kahoot in English language teaching and learning for tourism students. Jurnal Manajemen Pelayanan Hotel, 7(2), 1093. https://doi.org/10.37484/jmph.070226

Waziana, W., Andewi, W., Hastomo, T., & Hasbi, M. (2024). Students’ perceptions about the impact of AI chatbots on their vocabulary and grammar in EFL writing. Register Journal, 17(2), 328–362. https://doi.org/https://doi.org/10.18326/register.v17i2.352-382

Yaroshenko, O., Kokorina, L., Shymanovych, I., Naumovska, N., Shchaslyva, N., & Serdiuk, N. (2022). The modern principles of gamification in the teaching of English as a foreign language. Revista Romaneasca Pentru Educatie Multidimensionala, 14(1Sup1), 437–452. https://doi.org/10.18662/rrem/14.1sup1/560

Zaina, L. A., Fortes, R. P., Casadei, V., Nozaki, L. S., & Paiva, D. M. B. (2022). Preventing accessibility barriers: Guidelines for using user interface design patterns in mobile applications. Journal of Systems and Software, 186, 111213. https://doi.org/10.1016/j.jss.2021.111213

Піндосова, Т. (2023). The Use of Kahoot! in Maritime English Language Teaching. Наукові Інновації Та Передові Технології, 1(15). https://doi.org/10.52058/2786-5274-2023-1(15)-307-318

Downloads

Published

2024-12-20

How to Cite

Ahyadi, Ikhsan, & Ridwan. (2024). University Students’ Perceptions of Kahoot as a Tool for Structure and Writing Practice in TOEFL Preparation in Indonesia. IJLHE: International Journal of Language, Humanities, and Education, 7(2), 329–344. https://doi.org/10.52217/ijlhe.v7i2.1645