Kahoot in the Classroom: A Game-Changer for Motivating English Grammar Learning in Tertiary Education in Bangladesh

Authors

  • Md Kamal Hossain Department of Teacher Education, University of Texas at El Paso, USA
  • Md. Abdullah Al Younus Department of English, Feni University, Bangladesh

DOI:

https://doi.org/10.46809/jcsll.v5i1.251

Keywords:

Kahoot, Game Changer, Motivation, Teaching English Grammar, Tertiary Level, Bangladesh

Abstract

This study explores the transformative impact of Kahoot! a popular game-based learning platform, on motivating English grammar learning in tertiary education, particularly in the context of Bangladesh. With 8 billion participants globally, including 60% of US students, Kahoot! has become a prevalent tool in language classrooms. The literature review highlights its positive effects on learning outcomes, student engagement, and classroom dynamics. As education evolves towards active learning approaches, Kahoot! stands out as a versatile game-based tool, aligning with modern pedagogical shifts. The research methodology employs a qualitative approach, utilizing in-depth interviews with English department students of a university in Bangladesh to unravel their experiences and perceptions of Kahoot! Findings indicate that Kahoot! effectively motivates learners, fostering a dynamic and competitive atmosphere. Despite limitations in sample size and disciplinary diversity, the study suggests that Kahoot's integration positively influences motivation and engagement in grammar learning. Exploring students' experiences, the research reveals a pronounced enthusiasm for Kahoot! emphasizing its role in creating an interactive and enjoyable learning environment. Participants expressed a heightened interest in grammar learning, attributing it to Kahoot!'s gamified approach. The findings underscore the platform's potential to transcend traditional barriers, enhancing motivation and active participation among students across diverse educational backgrounds. Recommendations include reconsidering payment options for affordability, promoting teacher adoption, and potential curriculum integration. The study contributes to the understanding of game-based learning's motivational impact and sets the stage for future research in specific grammatical items and homogeneous disciplinary contexts. The findings reveal that Kahoot enhances motivation, promoting an active and engaging environment in English grammar learning at the tertiary level.

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Published

2024-01-19

How to Cite

Kamal Hossain , M. ., & Abdullah Al Younus , M. . (2024). Kahoot in the Classroom: A Game-Changer for Motivating English Grammar Learning in Tertiary Education in Bangladesh. Journal of Critical Studies in Language and Literature, 5(1), 24-31. https://doi.org/10.46809/jcsll.v5i1.251

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Articles