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Gamification: KAHOOT in Enhancing ESL Learners’ Performance and Motivation to Learn Grammar

  • Laily Murny Kamarulzaman,
  • Nor Adriena Abdul Mutalib

摘要

The purpose of this study is to explore the possible relationship between gamification and students’ motivation and performance in learning grammar in English as Second Language (ESL) classroom. The research objectives include to determine how gamification through Kahoot affects students’ learning performance and motivation in learning grammar in ESL classroom and to investigate their views on gamifications element through Kahoot. A quasi-experimental study was conducted with two groups of university students. Kahoot was employed as an intervention for the experimental group, whereas the control group was taught by using the conventional method. Data was extracted from pre-test, post-test and two sets of questionnaires. The results were analysed by using SPSS IBM version 23 and descriptive statistics is analysed based on cumulative test score, frequencies, and percentage. Overall, the results revealed statistically significant difference in students’ performance in learning grammar as the experimental group achieved higher post test scores than the control group. Besides, the cumulative motivation level score for learning grammar for students in experimental group was much higher than the control group. In addition, from the surveys, there was positive indication from the students’ attitude in experimental group towards gamification integration in learning grammar.