A COMPARATIVE ANALYSIS OF VOCABULARY GAMIFICATION IN QUIZLET, KAHOOT, AND WORDWALL
DOI:
https://doi.org/10.37547/Keywords:
gamification, vocabulary acquisition, Quizlet, Kahoot!, Wordwall, philology, digital pedagogyAbstract
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
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
Issue
Section
License

This work is licensed under a Creative Commons Attribution 4.0 International License.
Articles published in this journal are licensed under the Creative Commons Attribution 4.0 International License (CC-BY 4.0). Under this license:
- Share: Copy and redistribute the material in any medium or format
- Adapt: Remix, transform, and build upon the material for any purpose, including commercially
Attribution required: You must give appropriate credit, provide a link to the license, and indicate if changes were made.
License URL: https://creativecommons.org/licenses/by/4.0/
Authors retain copyright of their work while granting the journal first publication rights.