Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Kahoot! As a Formative Assessment Tool in Foreign Language Learning

A Case Study in Greek as an L2

Bibliographic Data

ID21806869
AuthorsGeorgios D Kapsalis, Alexandra Galani, Olga Tzafea (0000-0002-6756-7082)
Year2020
Volume10
Issue11
Pages1343
Publication date2020-11-01
Open AccessYes
TypeARTICLE
VenueTheory and Practice in Language Studies (JOURNAL)
Journal identifiersISSN: 1799-2591 • E-ISSN: 2053-0692
PublisherAcademy Publication (PUBLISHER • GB)
DOI10.17507/tpls.1011.01
OpenAlexW3095869371
LanguageEN
Citations received4
References cited5

Our study investigates the effectiveness of Kahoot! as a formative assessment tool in the consolidation of grammatical phenomena in adult foreign language learning. Kahoot! was used in a multilingual and multicultural learning environment, where Α1-level Greek was the target language. An experimental quantitative methodology was employed to compare progress made by students using Kahoot! (experimental group) compared to those using traditional methods such as paper and pencil tests (control group). Pre-tests and post-tests were administered to both groups to check if students had better assimilated the grammatical phenomena they had been taught. The study was carried out in the Center for the Study of the Hellenic Language and Culture at the University of Ioannina (Greece). Overall findings reveal that both groups performance in the post-tests showed a statistically significant improvement, however there was not a statistically significant difference between the performance of the two groups

Business · Foreign language · Formative assessment · Mathematics education · Multiculturalism · Pedagogy · Significant difference · Statistics · Educational Games and Gamification · Innovative Teaching and Learning Methods · Intelligent Tutoring Systems and Adaptive Learning · Mathematics · Psychology

  • Pre-Service Primary General Teacher-Students’ Attitudes Towards Written Language Activities Based on Musical Stimuli

    Open Access•Eirini Nikolaou, Alexandra Galani•Theory and Practice in Language…•2024

  • Do audience response systems truly enhance learning and motivation in higher education? A systematic review

    Open Access•Jaime Serrada-Sotil, J A Martinez et al.•Humanities and Social Sciences…•2025

  • Integrating ease of use and affordable gamification-based instruction into a remote learning environment

    Open Access•Zamzami Zainuddin•Asia Pacific Education Review•2024

  • The Effect of Gamification with Web 2.0 Tools on EFL Learners’ Motivation and Academic Achievement in Online Learning Environments

    Open Access•Tuba Temel, Kürşat Cesur•SAGE Open•2024

  • Digital Game-Based Learning in high school Computer Science education

    Open Access•Μαρίνα Παπαστεργίου, Marina Papastergiou•Computers & Education•2009

  • Assessing the effects of gamification in the classroom

    Open Access•Michael D Hanus, Michael Hanus et al.•Computers & Education•2015

  • From game design elements to gamefulness

    Open Access•Sebastian Deterding, Dan Dixon et al.•Proceedings of the 15th…•2011

  • The effect of using Kahoot! for learning – A literature review

    Open Access•Alf Inge Wang, Rabail Tahir•Computers & Education•2020

  • Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals

    Open Access•Guttorm Sindre, Lasse Natvig et al.•IEEE Transactions on Education•2009

Citations per year2
Citation span2024 - 2025 (2)
Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae