Uncovering EFl students’ perception on using Kahoot! as a gamification tool for formative assessment
Nikmah, Ulin (2025) Uncovering EFl students’ perception on using Kahoot! as a gamification tool for formative assessment. Undergraduate (S1) thesis, Universitas Islam Negeri Walisongo Semarang.
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Abstract
The use of social media platforms in education has received considerable attention in recent years, particularly for their ability to aid language learning. Kahoot!, a popular gamified interactive quiz platform, offers unique potential for increasing student motivation and engagement in the learning process. However, previous research has tended to focus on Kahoot! as a learning medium, with few investigations specifically addressing its role as a gamification tool for formative assessment. This study addresses that gap by exploring EFL students' perceptions of Kahoot! as a gamification tool in formative assessment, as well as identifying the benefits and drawbacks arising from its use in this context. This study used a descriptive qualitative research design. Data was gathered via semi-structured interviews with five students from Class XI F8 of SMA 13 Semarang in the 2024/2025 academic year. These students were selected through purposive sampling. Data were analyzed using a thematic approach and validated through member checking. The findings revealed that EFL students had very positive perceptions of Kahoot!, viewing it as an extraordinary and enjoyable gamification tool for EFL formative assessment, which significantly enhanced their motivation and enthusiasm. Kahoot! was also found to contribute to interactive English vocabulary enrichment and support the development of reading skills (skimming and scanning) in gamified formative assessment, and was rated as very easy to use. Furthermore, this study identified two main benefits: Kahoot! is able to create a positive and collaborative learning environment, as well as facilitate real-time feedback and self-reflection. However, there are also two significant drawbacks: technical issues and unstable internet connections often disrupt the learning process, and the pressure and anxiety arising from time constraints and speed-based competition systems can increase students' extrinsic cognitive load. This study highlights the potential of Kahoot! as a versatile and relevant gamification platform for formative assessment in EFL learning, due to its ability to provide engaging, motivating, and interactive learning experiences. The findings provide important insights into the significance of integrating gamification-based digital tools in language learning, and suggest practical implications for educators and learners to optimize the educational benefits of such technology.
Keywords: Benefits, Drawbacks, EFL Students, Formative Assessment, Gamification, Kahoot!, Student Perceptions
| Item Type: | Thesis (Undergraduate (S1)) |
|---|---|
| Uncontrolled Keywords: | EFL students; Formative assessment; Gamification; Kahoot!; Student perceptions |
| Subjects: | 400 Language > 420 English and Old English |
| Divisions: | Fakultas Ilmu Tarbiyah dan Keguruan > 88203 - Pendidikan Bahasa Inggris |
| Depositing User: | Miswan Miswan |
| Date Deposited: | 08 Dec 2025 02:09 |
| Last Modified: | 08 Dec 2025 02:09 |
| URI: | https://eprints.walisongo.ac.id/id/eprint/28618 |
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