A COMPARATIVE ANALYSIS OF VOCABULARY GAMIFICATION IN QUIZLET, KAHOOT, AND WORDWALL

Authors

  • Yuldoshev Khaydarbek Independent researcher at National Pedagogical University of Uzbekistan

DOI:

https://doi.org/10.37547/

Keywords:

gamification, vocabulary acquisition, Quizlet, Kahoot!, Wordwall, philology, digital pedagogy

Abstract

This article presents a comparative experimental study evaluating the pedagogical efficacy of three prominent digital gamification platforms–Quizlet, Kahoot!, and Wordwall–in university-level second-language vocabulary instruction. Utilizing a quantitative experimental framework within a philology department setting, seventy-five university students were divided into three parallel cohorts over an eight-week instructional cycle. Weekly lexical retention was measured through immediate post-testing and delayed recall assessments to evaluate the transition of vocabulary from working memory to long-term cognitive storage. The empirical findings reveal that while Kahoot! induces high levels of real-time behavioral engagement and competitive motivation due to its synchronous mechanics, its efficacy in long-term delayed lexical retention is outmatched by Quizlet’s specialized flashcard and spaced repetition framework. Wordwall demonstrated the highest adaptability, offering a diverse array of interactive task architectures that successfully sustained student interest without causing cognitive overload or platform fatigue. The paper synthesizes these pedagogical outcomes into a strategic framework for university instructors, arguing that an optimal vocabulary curriculum must systematically map specific gamification platforms to distinct phases of the lexical acquisition cycle.

Downloads

Download data is not yet available.

References

1. Cattaneo, A. (2022). Gamification in higher education: A review of tools and modern pedagogical impacts. Educational Technology Research and Development, 70(3), 815–842.

2. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.

3. Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

4. Shortt, M., Tilak, S., Rufinus, J. N., & Anstey, L. (2023). Gamification in language learning: A systematic review of commercial platforms. Computer Assisted Language Learning, 36(5), 912–944. https://doi.org/10.1080/09588221.2021.1930056

5. Yuldoshev, H. (2025). The role of motivation in learning english as a foreign language. Tanqidiy Nazar, Tahliliy Tafakkur va Innovatsion G'oyalar, 1(5), 266–268.

6. Yuldoshev, H. (2026). Gamification techniques in teaching uzbek vocabulary and grammar. European Science Review, 14(3), 44–49.

https://europeanscience.org/index.php/3/article/view/1466/1396

Downloads

Published

2026-06-10

How to Cite

A COMPARATIVE ANALYSIS OF VOCABULARY GAMIFICATION IN QUIZLET, KAHOOT, AND WORDWALL. (2026). International Bulletin of Applied Science and Technology, 6(6), 11-15. https://doi.org/10.37547/

Similar Articles

1-10 of 700

You may also start an advanced similarity search for this article.