1. Introduction
Since the earliest days of education, when teachers first handed students slates to write on, technology has played a vital role in shaping teaching methods. In today’s world, the range of technological tools available—and the pace at which they evolve—offers remarkable opportunities for enhancing the learning experience. One such innovation is gamification, which involves applying game mechanics and design elements to non-game contexts to boost user engagement. This approach has found its way into various fields, including business, education, and personal development, with common elements such as points, badges, and rewards designed to motivate learners.
Gamification has proven especially effective in education, where it can turn traditional learning into a dynamic, interactive experience. Among the many types of games that can be used in classrooms, game-based quizzes like Kahoot! and Wordwall have become particularly popular, especially in English language lessons in Kazakhstan and other regions. These platforms allow teachers to capture students’ attention, promote active participation, and improve knowledge retention through engaging quizzes and activities.
The purpose of this article is to explore the effectiveness of using such gamified platforms in teaching English. We will examine the advantages and disadvantages of these tools, assess their suitability for language learning, and analyze how well they focus students on the learning material and aid in long-term retention. Through this analysis, we aim to determine whether game-based learning can enhance the overall effectiveness of English language education.
2. Literature review
One of the main difficulties of ELT in the classroom conditions was always an issue of gathering attention of each student during the lesson and consequently the ability to motivate them to learn. While teaching students in traditional method can cause the loose of interest of some students, gamification method will help to involve every student in a productive work. Using games on the lesson such as Crosswords, Match-up games, Crocodile etc. increases both participation and motivation of the students. Besides, an implementation of visuals during games additionally encourages active work and better memorization.
It has been studied that gamified systems positively impacts motivation, mainly because it reflects basic psychological needs like autonomy, competence, and social relatedness which are the elements from Self-Determination Theory. [1] Since every student is an individual with psychological needs like social relatedness, autonomy, competence, they will be definitely motivated and engaged in the work if the work helps to satisfy those needs. For example, games where students are competing with each other and gaining scores induce children’s active participation. Using leaderboards during games only increases students’ desire for competition and encourages them to be fully involved in the process of learning without distractions. While providing students with choices such as pulling out flashcards with words for making a sentence with it would give a sense of autonomy. Group games such as solving problems together induces the feeling of social-relatedness and self-importance.
What engages in games people most, besides achievements are the content of game or its visual appearance. Both visual aids and fascinating topics, headlines, and questions are what gets most of attention. For instance, such task as giving students different pictures with the new words and ask them to describe picture they see for the group to guess the right word, appeals to students due to visual representation and motivates them to participate due to the desire to succeed. [2, p.190] Creating a thought provoking games is such as Two Truth and a Lie, map creation, or mystery solving acquire the attention of students.
What is crucial about gamification is that education should be game-based rather than simply having elements of games such as points, badges, or leaderboards. [3, p. 89] Students already have grades to be motivated to learn, but gamification provides more, it ensures self-interest. It can be compared to the video games, because they not only have element of achievement but also a captivating plot. Therefore activities in the classroom are need to be based-on games to reach full positive impact on learning process.
3. Kahoot! As a new technology in ELT
In the rapidly evolving landscape of education, mobile apps and online technologies have become integral to enhancing teaching efficiency. One such tool, Kahoot!, has emerged as a highly effective educational platform for English language instruction. Developed in 2013 by Norwegian professor Alf Inge Wang, Kahoot! provides an interactive and engaging way to conduct classroom activities, particularly quizzes and assessments. This article explores the benefits of using Kahoot! in teaching English and how it contributes to increasing student motivation, engagement, and overall learning outcomes.
The advantages of Kahoot! over traditional methods
Kahoot! was designed to address some of the limitations associated with earlier educational technologies, such as clickers, which required additional hardware like remote controls and infrared receivers. These tools often posed technical challenges, including the need for specialized software and limited user capacity. Kahoot!, on the other hand, only requires an internet connection and can be used on any fixed or mobile device, significantly simplifying its use in the classroom. The platform does not require prior technical knowledge or additional hardware, making it accessible to both teachers and students.
Moreover, Kahoot! offers numerous practical benefits: it is free of charge, allows for unlimited participants, and eliminates the need for maintenance or equipment transportation. Teachers can easily design quizzes, incorporate images, and choose between individual or group responses. The results of each quiz are automatically saved in an Excel file, providing a convenient means of tracking student performance and participation. This ease of use and accessibility has made Kahoot! a widely accepted tool in the educational system.[4]
Boosting student engagement and motivation
One of Kahoot!’s most significant advantages is its ability to foster student engagement and motivation. Traditional classroom activities can sometimes struggle to capture students’ attention, but Kahoot! introduces a gamified element to learning, making activities more enjoyable and immersive. This dynamic format encourages active participation, which can enhance comprehension and retention of the material. Studies, such as those conducted by Bester and Brand (2013), have shown that the integration of technology in the classroom is crucial to keeping students engaged in the learning process. Kahoot! serves as a powerful tool for this purpose, promoting a participatory environment that helps students feel more involved in their own learning.
Facilitating assessment and feedback
Another key advantage of Kahoot! is its capacity to streamline assessment and feedback. The platform allows teachers to evaluate both individual and group work effectively. After each session, the results are automatically saved, providing immediate feedback and enabling teachers to analyze the data to identify areas where students may need additional support. By reviewing statistical graphs generated from the results, teachers can easily assess students’ understanding of the material and offer targeted feedback.
The automatic data storage feature also facilitates continuous assessment and the tracking of student progress over time. Teachers can use the data to provide individualized attention and develop personalized learning plans, enhancing the formative and summative evaluation processes. This individualized feedback is critical for English language learners, as it helps pinpoint specific areas for improvement and fosters a more tailored approach to language acquisition.
In our experience, we frequently use the Kahoot platform in English lessons during school practice and have observed its notable effectiveness in engaging students. The platform’s interactive quizzes capture students’ attention, foster participation, and create a competitive yet fun atmosphere, which significantly enhances learning outcomes. Kahoot’s flexibility in adapting to various lesson objectives, from vocabulary building to grammar exercises, makes it an invaluable tool in the classroom.
In conclusion, the use of gamification platforms like Kahoot in English language teaching not only improves student motivation but also enhances retention and comprehension of the material. By integrating these tools into everyday lessons, teachers can create a more dynamic and interactive.
4. The Role of WordWall in Modern Education: Advantages, Disadvantages, and Effectiveness
As an example, we are considering and presenting the WordWall application. WordWall is an increasingly popular tool in the field of education, offering teachers an innovative way to create interactive learning experiences. It allows educators to design customized quizzes, matching games, word searches, and other activities to engage students across various subjects. As digital tools become more integrated into classrooms, educators are continuously seeking ways to enhance learning and keep students motivated. In this context, WordWall has proven to be a versatile solution. However, like any tool, it comes with both advantages and disadvantages that must be considered.
Advantages of WordWall in Teaching
One of the primary benefits of using WordWall is the level of engagement and motivation it offers students. The platform enables educators to create interactive content that transforms traditional lessons into dynamic activities. By offering options such as quizzes, matching exercises, and word searches, WordWall helps keep students attentive and involved. The incorporation of gamification elements also fosters a competitive environment, which can further motivate students to participate actively. The tool is also praised for its ease of use. Teachers with minimal technical expertise can easily navigate the platform to create activities, thanks to its intuitive drag-and-drop interface. Moreover, the content can be customized to suit specific classroom needs, ensuring that students at different proficiency levels are equally engaged. Customization also extends to differentiated instruction, allowing educators to create unique content for diverse learning groups. WordWall offers instant feedback, which is beneficial for both students and teachers. As students complete activities, they receive immediate feedback on their performance, helping them learn from mistakes in real-time. Teachers, on the other hand, gain access to performance data that can be used to assess student progress and identify areas requiring additional attention. This data-driven approach to teaching enables more effective classroom management and targeted support for learners.
Disadvantages of WordWall in Teaching
Despite its numerous advantages, WordWall does have its limitations. One of the most significant drawbacks is the limited free version. While the platform is free to use, the free version restricts access to certain templates and limits the number of activities that can be created. For full functionality, educators must purchase the premium version, which may not be affordable for all schools or teachers. Another challenge is the overuse of gamification.
Effectiveness of WordWall in Education
When used appropriately, WordWall can be a highly effective tool for enhancing student learning. The platform promotes active learning, which has been shown to increase retention and comprehension. By turning lessons into interactive activities, WordWall encourages students to participate more actively in their education, making learning a more engaging experience. Finally, WordWall can contribute to positive classroom dynamics. By promoting both collaboration and healthy competition, it fosters an interactive and socially engaging learning environment. Students are more likely to participate when learning is framed as a shared experience, whether through teamwork or competitive games.
5. Результаты и обсуждение
The relevance of this research is dictated by the challenges facing modern language education. However, the impact of highly interactive teaching methods, such as game-based learning technologies, on the interplay of personal, activity-based, and communicative elements in the professional competence of foreign language teachers and their students remains insufficiently explored. This presents a significant pedagogical and methodological issue.
The objective of this study is to develop and systematize the theoretical foundations and practical applications of game-based technologies in foreign language instruction. The lack of comprehensive investigation into the use of game technologies in language classes is linked to the notion that games facilitate not only the consolidation of previously acquired knowledge but also the acquisition of new information. The competitive nature of games encourages learners to think critically, recall prior lessons, and retain new content. Furthermore, the accessibility of games for students enhances their learning experience.
The scientific novelty of this article lies in its exploration of how games can activate students’ desire for interaction with peers and instructors, thereby creating an egalitarian communicative environment that dismantles traditional barriers between teachers and learners. It is crucial for educators to engage and “infect” students with enthusiasm for the game; thus, teachers must also be genuinely invested in the activity. Error correction should occur discreetly, without distracting students from the game, with post-activity analysis of mistakes.
The theoretical significance of this work consists in the substantiated theoretical foundations for the use of game technologies in foreign language instruction, which have been validated through methodological experimentation as part of pedagogical research.
The practical significance lies in the effectiveness of the developed methodology for implementing game technologies in teacher training programs. The findings of this research may benefit both foreign language instructors and students enrolled in pedagogical education programs.
The analysis of the results from the pedagogical study led us to conclude that a significant number of students exhibit the following qualities of a creative language personality: creative activity, initiative, inventiveness, perseverance, quick thinking, rich imaginative capabilities, and various types of memory, including visual, motor, emotional, and verbal-logical.
To achieve the research objectives, a systematic approach was employed, utilizing a comprehensive array of methods including synthesis, modeling, description, formalization, prediction, comparison, analogy, explanation, and extrapolation based on methodological experimentation as a component of pedagogical experimental research.
For the experiment, 5th grades with different levels of language proficiency were taken(table 1)
Students’ language proficiency levels | Classes of the experimental group | Method of teaching |
Elementary (A2) | 5 «G» | Traditional methods(a lecture, an educational discussion, work with a book etc). |
Beginner (A1) | 5 «B» | Gamification |
Table 1
During the experiment, two classes of fifth graders were selected, differing in their proficiency in English: one class at the Elementary level and the other at a lower level. The higher-level class experienced traditional teaching methods devoid of gamification, while the lower-level class engaged with game-based methods.
Observations indicated that the Elementary class (5«G») exhibited a lack of engagement under traditional methods; students were distracted and struggled to assimilate material from the textbook. In contrast, the lower-level class (5 «B») demonstrated significant progress. Through game-based methods, these students displayed creative thinking, quickly mastered the material, actively participated in lessons, and effectively memorized new vocabulary.
One of the most obvious indicators is the improvement in memory; students quickly memorized words through gamification. Here, we will provide a brief overview in the form of a table:
Table 2: The components of remembrance
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Capacity: This refers to the ability to simultaneously retain a significant volume of information, with the average memory capacity being around seven discrete items.
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Speed: Individual differences in recall speed are notable. This speed can be enhanced through specialized memory training, which in our experimental study involved interactive exercises focused on communication and creativity. The criteria for productivity and the substantive nature of responses demonstrated that this trait, along with other essential memory components, developed successfully. Students were able to easily recall relevant phrases, apply them in context, and respond effectively to questions and comments during dialogue.
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Accuracy: This trait manifests in the ability to remember facts and events encountered by the individual, as well as the content of information (specifically, in the context of foreign language learning). Accuracy is a critical aspect of the educational process.
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Duration: Duration refers to the ability to retain experiences over extended periods. This characteristic is highly individual; some individuals can recall the faces and names of school friends after many years, indicating well-developed long-term memory, while others may forget them within a few years. Memory duration tends to be selective.
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Readiness : This encompasses the ability to quickly retrieve information from memory. This capacity allows individuals to effectively utilize previously acquired experiences, particularly in foreign language interactions.
We argue that gamification methods can enhance these memory components for vocabulary acquisition and improve students’ lexical resources through engaging gameplay.
The gamification approach is currently an effective method for language instruction. Our experimental findings revealed that a class starting at a level below Beginner successfully advanced to Elementary within a month using gamified techniques, whereas another class employing traditional methods did not progress from the Elementary level. Thus, gamification not only engages students but also serves as a valuable tool for foreign language learning and beyond.
6. Conclusion
The use of mobile apps and online technologies in English language teaching, particularly through gamification platforms like Kahoot! and Wordwall, has proven to be an effective method for enhancing student engagement and learning outcomes. The pedagogical experiment comparing traditional teaching methods with gamified approaches demonstrated that students involved in gamified learning activities showed increased motivation, participation, and overall retention of material. Gamification offers a more dynamic, interactive, and enjoyable learning environment, making it easier for students to absorb and apply new knowledge.
By integrating these platforms into the curriculum, teachers can not only assess students’ progress in real-time but also provide immediate feedback, which supports continuous learning and improvement. The comparative analysis confirmed that students in the gamified learning group outperformed their peers in traditional settings, particularly in terms of active involvement and enthusiasm for language learning.
Overall, the experiment underscores the potential of gamification to transform traditional education, suggesting that its continued use can significantly improve the efficiency and effectiveness of English language teaching. As education continues to evolve, the incorporation of technology-driven solutions like Kahoot! and Wordwall will play a pivotal role in shaping the future of learning.
References
- Michael Sailer , Jan Ulrich Hense , Sarah Katharina Mayr , Heinz Mandl . How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. 2017
- Jeremy Harmer Essential Teacher Knowledge.2012
- Philip Kerr’s 30 Trends in ELT Cambridge University Press. 2023
- Lorna Uden, Dario Liberona, Jozef Ristvej (Eds.). Learning Technology for Education Challenges. 2018
- Jones, R. (2020). “Integrating digital tools in the classroom: The case of WordWall.” Proceedings of the International Conference on Educational Technology.
- Brown, A., & Smith, D. (2021). The impact of gamification on student engagement in secondary education. Journal of Educational Technology, 25(4), 123-135.