Main Article Content

María Martínez Lirola
Universidad de Alicante y Universidad de Sudáfrica (UNISA)
Spain
https://orcid.org/0000-0002-6427-425X
No 32 (2022): Dialogando sobre as 24 propostas do MEFP para a mellora da profesión docente, Articles
DOI: https://doi.org/10.15304/ie.32.8531
Submitted: 14-06-2022 Accepted: 19-10-2022 Published: 09-12-2022
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Abstract

This article shows the results of a study that consisted of the implementation of Kahoot as a gamification tool in a subject of English as a foreign language in university education. The objectives of this article are: 1. To verify whether promoting English grammar teaching in which the use of Kahoot is integrated contributes to motivating students to learn and to provide dynamism to the study of grammar content in higher education and 2. To know students’ opinions on the implementation of this gamification tool to teach grammar. The study uses a mixed method research design (qualitative and quantitative) observing students’ participation in gamified grammar lessons teaching and using a questionnaire at the end of the semester. The findings show that students highly value the use of Kahoot to review the grammar topics explained in the lectures, since it allows them to review what they have learned in a playful way, apply theory to practice in a dynamic way, and review errors in a gamified way. The main conclusions of the study show that Kahoot dynamizes the teaching-learning process and encourages students’ motivation and creativity.