EFL STUDENTS’ KAHOOT! EXPERIENCE: PERSPECTIVES FROM INDONESIAN SECONDARY SCHOOL STUDENTS IN LANGUAGE LEARNING
DOI:
https://doi.org/10.47701/frasa.v7i1.5120Keywords:
Kahoot!, experience, Motivation, Game based learning, EFLAbstract
The use of technology into English language learning is becoming more and more vital for keeping students interested and motivated. Kahoot! is a gamified learning platform that provides dynamic and enjoyable learning experiences across a range of technical instruments. Nonetheless, studies examining students' firsthand experiences with Kahoot! in EFL (English as a Foreign Language) classrooms in Indonesia are still scarce. This study seeks to investigate the experiences of intermediate-level EFL students utilising Kahoot! as a tool for English language acquisition and to ascertain how its characteristics enhance motivation, engagement, and comprehension of the educational content. A descriptive qualitative methodology was utilised, gathering data via questionnaires and semi-structured interviews with 21 Grade 11 students from a senior high school governed by the Ministry of Religious Affairs in Cirebon Regency. The results show that Kahoot! makes the classroom more fun and interactive, helps students stay focused, and helps them understand better. Also, gamification features like competition, awards, and rapid feedback really encourage kids to become involved. These findings indicate that Kahoot! can function as an efficacious technology-driven pedagogical approach that fosters student-centered education and encourages constructive learning dispositions within the Indonesian EFL setting.
Downloads
References
Abdulloh, N., Karmadi, K., Iswahyuni, S., & Yuniarti, R. (2024). Increasing students classroom participation using WhatsApp. FRASA: English Education and Literature Journal, 5(2), 93–100. https://doi.org/10.47701/frasa.v5i2.3974
Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: comparative study. International Journal of Innovation, Management and Technology, 131–136. https://doi.org/10.18178/ijimt.2016.7.4.659
Alqawwiy, T. A., & Salmiah, M. (2025). Puzzle based learning through figgerits application to enrich EFL student vocabulary : Students’ perceptions. FRASA : English Education and Literature Journal. 6(2), 201–215.
Bipasha, S. R. (2025). Instruction of vocabulary at the higher secondary level in Bangladesh : Integration of communicative language teaching (CLT) with vocabulary tasks. 6(1), 65–86.
Charlina, C., & Septyanti, E. (2019). Pemanfaatan media Kahoot!s sebagai motivasi belajar mengikuti kuis wacana Bahasa Indonesia. GERAM (Gerakan Aktif Menulis), 7(2), 78–82. https://doi.org/10.25299/geram.2019.4036. 7, 78–83.
Chen, H. L., & Wu, C. T. (2023). A digital role-playing game for learning: effects on critical thinking and motivation. Interactive Learning Environments, 31(5), 3018–3030. https://doi.org/10.1080/10494820.2021.1916765
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, September, 9–15. https://doi.org/10.1145/2181037.2181040
Gunter, G. A., Kenny, R. F., & Vick, E. H. (2008). Taking educational games seriously: Using the RETAIN model to design endogenous fantasy into standalone educational games. In Educational Technology Research and Development (Vol. 56, Issues 5–6, pp. 511–537). https://doi.org/10.1007/s11423-007-9073-2
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. Proceedings of the Annual Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Higgins, S., Xiao, Z., & Katsipataki, M. (2012). The Impact of Digital Technology on Learning: A Summary for the Education Endowment Foundation Full Report.
Jin, G., Tu, M., Kim, T.-H., Heffron, J., & White, J. (2018). Evaluation of game-based learning in cybersecurity education for high school students. Journal of Education and Learning (EduLearn), 12(1), 150–158. https://doi.org/10.11591/edulearn.v12i1.7736
Kusumayanthi, S., Rusmiyati, M., & Pasundan, S. (2021). Students’ engagement in learning English vocabulary via games in Kahoot! English Journal Literacy UTama, 6(1). https://doi.org/10.33197/ejlutama.vol6.iss1.2021.2655.4585
Nasyifa, N., & Armin, D. S. (2025). Teachers’ experiences on the blooket application as a learning tool in the English language. FRASA : English Education and Literature Journal. 6(2), 161–171.
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot! and Quizizz. Computers and Education, 135, 15–29. https://doi.org/10.1016/j.compedu.2019.02.015
Puji Utami, R. (2022). Penerapan model project based learning (pjbl) dalam meningkatkan keaktifan siswa. Jurnal Bimbingan Dan Konseling Pandohop, 2(1), 9–15. https://doi.org/10.37304/pandohop.v2i1.4308
Purmama, N. A., Rahayu, N. S., & Yugafiati, R. (2019). Students’ motivation in learning English. IKIP Siliwangi Journal, 2(4), 539–544.
Srivani, V., Hariharasudan, A., Nawaz, N., & Ratajczak, S. (2022). Impact of education 4.0 among engineering students for learning English language. PLoS ONE, 17(2 February). https://doi.org/10.1371/journal.pone.0261717
Tan, D., Lin, A., Ganapathy, M., & Kaur, M. (2018). Social sciences & humanities Kahoot! It: gamification in higher education. Pertanika J. Soc. Sci. & Hum, 26(1), 565–582. http://www.pertanika.upm.edu.my/
Tondeur, J., Van Braak, J., Sang, G., Voogt, J., Fisser, P., & Ottenbreit-Leftwich, A. (2012). Preparing pre-service teachers to integrate technology in education: A synthesis of qualitative evidence. Computers and Education, 59(1), 134–144. https://doi.org/10.1016/j.compedu.2011.10.009
Troussas, C., Giannakas, F., Sgouropoulou, C., & Voyiatzis, I. (2023). Collaborative activities recommendation based on students’ collaborative learning styles using ANN and WSM. Interactive Learning Environments, 31(1), 54–67. https://doi.org/10.1080/10494820.2020.1761835
Utami, S., Jayanti, J., & Selegi, S. F. (2023). Pengaruh Media Pembelajaran Interaktif Animasi Terhadap Minat Belajar Pada Mata Pelajaran Ips Di Sd Negeri 3 Tanjung Lago. JPDI (Jurnal Pendidikan Dasar Indonesia), 8(1), 21. https://doi.org/10.26737/jpdi.v8i1.3758
Utaminingtyas, S., Utami, W. T. P., & Mahardika, A. (2023). Peningkatan Hasil Belajar Pada Kemampuan Menulis Permulaan Melalui Media Puzzle Peserta Didik Kelas II SD Negeri Trukan. Edukasi: Jurnal Penelitian Dan Artikel Pendidikan, 15(1), 71–82. https://doi.org/10.31603/edukasi.v15i1.9079
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers and Education, 149. https://doi.org/10.1016/j.compedu.2020.103818
Wang, X., & Dostál, J. (2018). Using digital educational games for English foreign language learning. EDULEARN18 Proceedings, 1, 144–148. https://doi.org/10.21125/edulearn.2018.0060
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Meita Dwi Putri Angelita, Nabilla Purnama Asri, Afida Annisa, Wendi Kusriandi, Nunung Nurjannah

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




