Content area

Abstract

Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the participants. The study was carried out in Riyadh, the capital of Saudi Arabia. A total of 15 private schools and 150 learners from Grade 7 comprised the sample of the study. The schools and the learners were picked by a simple random sampling method, while Riyadh was chosen by purposive sampling. An initial test was conducted, and based on the test scores, the test-takers were placed into control and experimental groups. The treatment period was 15 days. Finally, a post-test was taken to record the performance of both groups. It was observed that the experimental group outperformed the control group in the final test.

Details

1007399
Title
The Application of Game-Based Learning in Saudi English Language Classrooms
Volume
15
Issue
1
Publication date
2025
Printer/Publisher
IGI Global
701 East Chocolate Avenue, Hershey, PA 17033
https://www.igi-global.com/journals/
Tel.: 866-342-6657, Fax: 717-533-8661
Publisher e-mail
ISSN
2155-6849
Source type
Scholarly Journal
Peer reviewed
Yes
Summary language
English
Language of publication
English
Document type
Tests/Questionnaires, Report, Article
Subfile
ERIC, Current Index to Journals in Education (CIJE)
Accession number
EJ1483369
ProQuest document ID
3257422865
Document URL
https://www.proquest.com/scholarly-journals/application-game-based-learning-saudi-english/docview/3257422865/se-2?accountid=208611
Last updated
2025-10-06
Database
Education Research Index