Documentos de Académico
Documentos de Profesional
Documentos de Cultura
EXPLORANDO EL USO DE
KAHOOT PARA ENSEÑAR
GRAMÁTICA INGLESA EN
LA EDUCACIÓN SUPERIOR
EXPLORING THE USE OF KAHOOT TO TEACH
ENGLISH GRAMMAR IN HIGHER EDUCATION
EXPLORANDO O USO DO KAHOOT PARA
ENSINAR GRAMÁTICA DE INGLÊS NO ENSINO
SUPERIOR
1 Doctora en Filología Inglesa por la Universidad de Jaén, Profesora Titular de la Universidad de Alicante y
Research Fellow de la University of South Africa (UNISA). maria.lirola@ua.es http://orcid.org/0000-0002-
6427-425X
RESUMEN ABSTRACT
Este artículo muestra los resultados This article shows the results of a study
de un estudio que consistió en la that consisted of the implementation
implementación de Kahoot como of Kahoot as a gamification tool in an
herramienta de gamificación en English as a foreign language class in
una asignatura de inglés como higher education. The objectives of
lengua extranjera en la enseñanza this article are to verify if promoting
universitaria. Los objetivos de este the teaching of English grammar,
artículo son verificar si promover la in which the use of Kahoot is
enseñanza de la gramática inglesa, integrated, contributes to motivating
en la que se integre el uso de Kahoot, students to learn and to stimulate
contribuye a motivar al alumnado the study of grammatical contents
a aprender y a dinamizar el estudio in higher education, and to know
de los contenidos gramaticales en the opinions of the students on the
la educación superior, y conocer las implementation of this gamification
opiniones del estudiantado sobre la tool to teach grammar. The study
implementación de esta herramienta used a mixed methods (qualitative
de gamificación para enseñar and quantitative) research design
gramática. El estudio empleó un in which the participation of the
diseño de investigación de métodos students in the teaching of gamified
mixtos (cualitativos y cuantitativos) grammar was observed and a
en el que se observó la participación questionnaire was used at the end
de las/os estudiantes en la enseñanza of the semester. The results show
de la gramática gamificada y se that students highly value the use
utilizó un cuestionario al final del of Kahoot to review the grammar
semestre. Los resultados muestran topics explained in class, as it
que el alumnado valora mucho el allows them to review what they
uso de Kahoot para repasar los have learned in a playful way, apply
temas gramaticales explicados theory to practice in a dynamic
en las clases, ya que les permite way, and check errors in a gamified
revisar lo aprendido de forma way. The main conclusions of the
lúdica, aplicar la teoría a la práctica study show that Kahoot stimulates
de forma dinámica y verificar the teaching-learning process,
los errores de forma gamificada. and encourages the motivation
Las principales conclusiones del and creativity of the students.
estudio muestran que Kahoot
dinamiza el proceso de enseñanza- Keywords: gamification, Kahoot,
aprendizaje, y fomenta la motivación teaching English grammar.
y la creatividad del alumnado.
al., 2011; Kapp, 2012; Treiblmaier et & Kaylor, 2016; Urh et al., 2015).
al., 2018; Werbach & Hunter, 2012;
Werbach, 2014) and it is based on Considering gamification and
research that has been carried out foreign language teaching, there
for decades in the gaming industry, have been many studies published
in the media and in psychology in the last decades. For instance,
(Abt, 1987; Figueroa, 2015). Boquete (2014) makes clear that
games facilitate the acquisition
The main objective of gamification of a foreign language and can be
is to increase users’ participation used to keep interest and effort in
and motivation through the use tasks. In addition, Amaya & Bajaña
of game elements such as points, (2020) focus on gamification to
“Kahoot leaderboards, immediate feedback, improve the teaching of English
has been used in etc., so that people commit to as a foreign language in higher
several university perform certain tasks (Bilgin & Gul, education and on their benefits.
degrees so that 2020; Figueroa, 2015). All areas of Using gamification in the foreign
students could life are likely to be gamified, but in language classroom offers teachers
retain arduous this article we focus on gamification the possibility of encouraging
theoretical in education or on educational students to feel interested in the
concepts gamification (Marín, 2015), tasks, while generating messages in
while improving especifically on gamification in the target language (Figueroa, 2015).
motivation to
English teaching at tertiary education.
learn (Montoya et
al., 2019).”
Games enhance skills in English as
There are many advantages a foreign language that can later be
of gamification, among which transferred to real life situations. In
psychological benefits stand out this sense, Amaya & Bajaña (2020)
by promoting the improvement of refer to the objectives that can be
attention and concentration (De set with games in grammar classes:
Soto, 2018; McGonigal, 2011), the to work on grammatical aspects
development of deduction and such as a certain verb tense, to
spatial thinking (Contreras, 2016; work on language functions such
Kapp, 2012) and the development as giving and receiving information
of imagination and creativity (Miller, and, ultimately, to work on oral skills
2013). In general, studies agree that in order to improve fluency and oral
gamification is effective in improving expression in the foreign language.
education (Buckley et al., 2017; Putz
et al., 2020) and that social and It is important to design gamification
transversal skills are improved thanks strategies properly at tertiary
to competition and entertainment education so that students see their
(Cantador, 2015; Gil & Cantillo, purpose clearly and do not perceive
2018; Fernández et al., 2020). There them as trivial activities that do
are studies that link game-based not contribute to the acquisition
learning with increased motivation of content. In this sense, Kahoot
(for example, the use of badges) has been used in several university
and students’ interest in learning, a degrees so that students could
fact that leads to significant learning retain arduous theoretical concepts
(Deterding, 2012; Oliva, 2017; Seixas while improving motivation to
et al., 2016; Prieto, 2020; Strickland learn (Montoya et al., 2019).
Kahoot is one of the fun digital core subject in the degree in English
learning tools that have been Studies in a Spanish University and
most widely accepted in Spain to make sure that students have
in recent years because it is free, understood grammatical contents.
easy to use and energizes the
classroom. This tool was designed 3. METHODOLOGY
in 2013 by Professor Alf Inge Wang
The methodology of the article is
of the Norwegian University of
mixed because, on the one hand, it
Science and Technology to create
describes the way in which Kahoot
fun and comfortable educational
was used in grammar classes
environments (Martínez,
and, on the other hand, the article
2017). In addition, Kahoot is a
presents the quantitative data of
web page with free and open
the questionnaire that the students
access that allows carrying out
completed at the end of the semester.
questionnaires, surveys or debates.
3.1 Context and participants “Kahoot can be
It can be used for assessment, used from any
self-assessment, or revision. We English Language V is a compulsory mobile device and
agree with Martínez (2017) that six credit subject that is taught in allows students
the main purposes of Kahoot are: the first quarter of the third year of reviewing or putting
the degree in English Studies. The into practice
“to see previous knowledge main objective of this subject is that what they have
about a topic, to know the most students improve their level of English learned in a playful
important aspects of a unit until they reach a C1 level when they way”
before starting it or once it is study this subject in the first semester
finished or to check what has
and the subject English Language VI
been learned, to evaluate the
in the second semester by working
degree of understanding of a
certain reading or discussing on the five skills (listening, speaking,
a specific issue” (p. 266).¹ reading, writing and interaction).
Kahoot can be used from any mobile The subject is taught for four hours
device and allows students reviewing per week: the first is devoted to
or putting into practice what they have academic writing, the second to
learned in a playful way. Therefore, grammar revision, and the remaining
it integrates games, learning and new two hours to the development of
technologies in the learning process. oral skills through oral presentations
This article will describe how we have and cooperative debates. During
used Kahoot to revise grammar in a the academic year 2021-2022,
there were 87 students enrolled
¹The original of this quotatios is in the English Language V subject
the following: “ver conocimientos (69 women and 18 men) divided
previos sobre un tema, conocer los into two groups (group A with 37
aspectos más importantes de una people and group B with 50 people).
unidad antes de empezarla o una
vez terminada o comprobar lo que The selection of Kahoot in the
se ha aprendido, evaluar el grado de grammar classes in the subject
comprensión de una determinada
English Language V, is motivated
lectura o debatir sobre un asunto en
by the desire to increase students’
concreto” (Martínez, 2017, p. 266).
motivation in the said classes and to
exploit the potential of this tool so that inverted classroom. In other words,
the students review the grammatical at the beginning of the semester,
contents explained in the classroom. students were given a calendar
3.2 Instruments with the grammatical topics that
would be worked on each week
The teacher prepared quizzes in
from the book Advanced Grammar
Kahoot to review the grammar topics
in Use (Hewings, 2013). They also
studied each week. Thanks to the
had a PowerPoint presentation
grammar questions posed through
before class with an outline of the
Kahoot, students become aware
contents of each grammar topic
of the grammatical aspects that
that was studied in the semester.
needed to be revised if the answer
In addition, they had a list with
chosen by students was not the
videos on grammatical aspects so
correct one. Revision could be done
that they could delve into them.
by revising the theory presented in
the grammar book, in the outlines
In this way, class time was spent
provided by the teacher in PowerPoint
solving doubts, correcting previously
presentations and in a list of videos
prepared exercises and discussing
on the grammatical aspects studied.
problematic examples. In addition,
it was essential to check that the
The teacher prepared an anonymous
fundamental knowledge of each
questionnaire of ten questions
topic had been acquired, for which
(see Appendix I) in order to know
Kahoot was selected so that students
students’ opinion about the use
could choose the correct answer
of Kahoot. The questionnaire that
from two proposals and explain the
was completed at the end of the
grammatical aspect under study,
semester by all the students enrolled
i.e., they had to justify their answer.
in the subject allows obtaining some
In this way, interaction is enhanced
quantitative data. There are three
and students are given an active
dichotomous questions, four short-
role in the teaching-learning process
answer questions, one multiple-
(González & Lasagabaster, 2019).
choice question, and two questions
At the end of the semester, students
in which a Likert scale is used (5
were asked to answer an anonymous
= strongly agree, 4 = agree, 3 =
questionnaire in order to know their
neutral, 2 = disagree, 1 = strongly
opinion about the use of Kahoot
disagree). The data obtained from
in grammar classes framed in the
the questionnaire were statistically
flipped classroom methodology.
analyzed using Excel software
(Microsoft office), in order to obtain
univariate statistical parameters. 4. RESULTS. ANALYSIS
3.3 Procedure 4.1 Integration of Kahoot in
Different activities were planned an English grammar class
during the first quarter of the 2021- As previously indicated, the students
2022 academic year to work on had an outline of each grammar
the contents of the subject. The topic, a list of videos and a calendar
gamification experience that we with the topics that were going to
propose in this article is framed be reviewed each week. In most
in the principles proposed by the cases, the two grammatical topics
No. 20 enero – diciembre de 2022 - ISSN 1657-463X - e-ISSN: 2389-9638
pp. 73-89
EXPLORANDO EL USO DE KAHOOT PARA ENSEÑAR GRAMÁTICA INGLESA EN LA
EDUCACIÓN SUPERIOR
80
that were explained each week were not, as can be seen in Table 1.
were related, but in other cases they
The classes were organised in the that she wrote on the blackboard
following way: at the begining of the during the first ten minutes. After
class, the teacher asked students if revising grammar in this way and
they had any questions related to the answering the possible questions,
PowerPoints of the topics studied that the exercises in the grammar book
week and that they had in advance (Hewings, 2013) were corrected
(see section 3). It was quite common in order to put into practice the
that students remained silent and did aspects explained theoretically
not respond, a fact that could indicate and to solve students’ doubts.
that the PowerPoints had not been
consulted or that the summary of the It should be noted that the fact that
theory presented in the PowerPoints students had the grammar outline
was clear. In this context, the teacher beforehand allowed the teacher
shared her screen and reviewed focusing only on the most important
the most important aspects of the points or on completing some
grammar topics of each week and aspects that were not sufficiently
illustrated them with examples both explained in the book. In addition,
from the PowerPoint that was already as already mentioned, the teacher
prepared and with other examples prepared a list of videos related
the use of Kahoot had motivated the aspect that needs revision can
students to review the grammar be forgotten, it can be distracting,
topics in the classroom, and the there is limited time to answer the
results are as follows: 2.7 % choose questions, it is necessary to have
1 and 2, 21.6 % choose 3, 45.9 % a telephone or a computer to use
choose 4, and 27 % choose 5, that Kahoot. There were many students
is, almost 75 % of the students who indicated that they did not find
choose the highest score, so we can negative aspects in the use of Kahoot.
deduce that Kahoot influences the Finally, in question 10, students were
preparation of topics before class. asked how else could Kahoot be used
in other subjects and they mention:
Similarly, in question 7, a Likert scale to teach or review vocabulary, new
was also used to find out if the expressions or phrasal verbs, to break
students consider that Kahoot has the monotony in long classes, to ask
contributed to learning grammar: questions about the topic presented
2.7 % marked 1, 5.4 % marked 2, in oral presentations, among others.
18.9 % selected 3, almost 50 %,
specifically 45.9 % chose 4 and, 5. DISCUSSION
finally, 27 % chose 5. Therefore, as in
Encouraging participation in
the previous question, almost 75 %
grammar classes is essential in
of the students chose 4 and 5, so that
order to check that students acquire
it can be deduced that Kahoot was
the concepts. Thus, we agree with
considered a tool that facilitates the
Medina et al. (2016) that teaching
way in which students learn grammar.
by asking is a good practice because
it promotes students’ participation
Students offered diverse answers in
and involvement in the classroom.
question 8 when they were asked
In this sense, the selection of
about the main advantages of using
Kahoot was motivated by the fact
Kahoot, for example, the quizzes
that it was a free application or a
indicate the grammatical aspects
website that allowed the teacher
that must be reviewed in more
creating questionnaires on each of
detail if the answer is incorrect, the
the grammatical topics reviewed to
questions in Kahoot invite them to
verify that the knowledge of each
review the grammatical explanation
topic had been acquired, as well as
offered in class, it motivates
to observe the grammar areas that
participation, fun, it is useful to
needed improvement. For example,
discuss with the rest of the class the
the day the topic of subject-
aspects that need to be reviewed,
verb agreement was revised, the
it allows competing with the rest of
teacher explained that when the
the students and this encourages
subject follows the verb, it must
the revision of grammar, it breaks
agree with it, as can be seen in this
the monotony of the class, etc.
example: “Among the important
researchers was a friend of mine”
In question 9, the main disadvantages
and the students claimed to have
that students point out when using
understood this aspect. However,
Kahoot are: the example goes
using Kahoot at the end of the class
deeper than the theory that confirms
to review this grammatical aspect by
whether it is correct or incorrect,
REFERENCES
Abt, C.C. (1987). Serious Games. University Press of America.
Amaya, I. & Bajaña, J. (2020). The use of gamification to enhance the English as
a foreign language. Polo del Conocimiento, 43(5), 865-881. https://doi.
org/10.23857/pc.v5i3.1388
Buckley, P., Doyle, E. & Doyle, S. (2017). Game On! Students’ perceptions of gamified
learning. Educational Technology & Society, 20(3), 1-10. https://bit.ly/2U5rMjL
Córdoba, E., Lara, F. & García, A. (2017). El juego como estrategia lúdica para la
educación inclusiva del buen vivir. ENSAYOS, Revista de la Facultad de Educación
de Albacete, 32(1), 81-92.
Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements
to gamefulness: Defining gamification. In Proceedings of the 15th International
Academic MindTrek Conference: Envisioning Future Media Environments (pp.
9-15). ACM. http://dx.doi.org/10.1145/2181037.2181040
Fernández, P., Ordóñez, E., Vergara, D. & Gómez, A. (2020). La gamificación como
técnica de adquisición de competencias sociales. Prisma Social, 31, 388-409.
Gabarrón, Á., Pino, A., Salvadores, C. & Trujillo, F. (2020). Tecnología para la
enseñanza y el aprendizaje de lenguas extranjeras. La enseñanza de lenguas
asistida por ordenador. Pasado, presente y futuro. Pragmalingüística, 28, 238-
254.
Gil, J. & Cantillo, C. (2018). Las relaciones interactivas en el coaching educativo, base
imprescindible para la gamificación. In R. Marfil-Carmona, S. Osuna-Acedo &
P. González-Aldea (Eds.), Innovación y esfuerzo investigador en la Educación
Mediática contemporánea (pp. 175-192). Egregius Ediciones.
Llorente, C., Gil, J. & Hurtado, A. (2022). Editorial. Alteridad. Revista de Educación,
17(1), 7-10.
McGonigal, J. (2011). Reality is broken: why games make us better and how they can
change the world. Penguin Press.
Montoya, A., Moss, S. & Riestra, B. (2019). Kahoot! y Challenge, recursos online
para las asignaturas de “Lengua española” y “Lengua inglesa” en los grados
de Traducción y Comunicación Intercultural, Publicidad y Relaciones
Públicas y Turismo. In E. de la Torre Fernández (Ed.), Contextos universitarios
transformadores: construíndo espazos de aprendizaxe. III Xornadas de
Innovación Docente (pp. 57-70). Universidade da Coruña. https://doi.
org/10.17979/spudc.9788497497121.057
Putz, L., Hofbauer, F. & Treiblmaier, H. (2020). Can gamification help to improve
education? Findings from a longitudinal study. Computers in Human Behavior,
110, 106392. https://doi.org/10.1016/j.chb.2020.106392
Strickland, H. & Kaylor, S. (2016). Bringing your a-game: Educational gaming for
student success. Nurse Education Today, 40, 101-103. http://doi.org/10.1016/j.
nedt.2016.02.014
Treiblmaier, H., Putz, L. & Lowry, P. (2018). Setting a definition, context, and theory-
based research agenda for the gamification of non-gaming applications.
Association for Information Systems Transactions on Human-Computer
Interaction (THCI), 10(3), 129-163. https://doi.org/10.17705/1thci.0010
Werbach, K. & Hunter, D. (2012). For the win: How game thinking can revolutionize
your business. Wharton Digital Press.