2 nd International Conference on Educational Technology and Online Learning – ICETOL 2022, Balıkesir, Türkiye, 23 - 26 Haziran 2022, ss.90
This study aims to identify the effectiveness of gamified assessment on students’ vocabulary
learning processes. for this purpose, a game-based learning platform called Kahoot was used.
in the study, mixed research method was used. the sample of this study consisted of 21 male
and 35 female randomly selected 56 second grade undergraduate students studying at
English Language Teaching Department of Ataturk University. Before starting the study
process, a 100-question multiple choice vocabulary test was applied to equally distribute the
selected students to control and experimental groups. During the study process, the students
in the experimental group were evaluated with Kahoot for 4 weeks, the students in the
control group were evaluated with traditional exams. in the quantitative part, vocabulary
tests were used as pre-test and post-test to collect data. in the qualitative part, semistructured interviews were conducted with 10 students from the experimental group to
support and explain the findings of quantitative data. Then both groups were applied a posttest and their vocabulary learning achievements were compared. the results of the study
showed that the students in the experimental group subjected to the gamified evaluation
process had higher vocabulary learning achievements than the control group, which was
subjected to the traditional exam evaluation process. in line with the results, the study also
provides suggestions for future studies.