Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2024)

Vocabulary Enrichment Via Kahoot! App: Exploring Gamification In The FLE Classroom

Authors
Abdelouahed Kherazi1, *, Mounir Bourray1
1Moulay Ismail University, Meknes, Morocco
*Corresponding author. Email: abde.kherazi@gmail.com
Corresponding Author
Abdelouahed Kherazi
Available Online 20 June 2025.
DOI
10.2991/978-2-38476-408-2_55How to use a DOI?
Keywords
Gamification; Kahoot!; Lexical Enrichment; FLE; Engagement
Abstract

Acquiring a rich and diverse vocabulary is fundamental to teaching French as a Foreign Language (FLE) in elementary school, playing a crucial role in developing students’ language skills. With the need for innovative pedagogical approaches, gamification is emerging as a promising strategy, integrating game elements into education to increase engagement and learning. This research focuses on analyzing the impact of using Kahoot!, as a gamification tool, to enrich the vocabulary of 6th-grade FLE students at the Medersat.com school in Taznakht, located in the provincial delegation of Errachidia, compared with conventional methods.

In this context, this research involves a quasi-experimental approach with two groups of students: a test group using Kahoot! and a control group following conventional teaching methods. Standardized tests were used to measure vocabulary before and after the intervention, complemented by classroom observations to assess student engagement and satisfaction.

Preliminary results indicate a significant improvement in vocabulary enrichment in the test group compared to the control group. Moreover, an increase in motivation and engagement was observed in students using Kahoot!.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2024)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
20 June 2025
ISBN
978-2-38476-408-2
ISSN
2667-128X
DOI
10.2991/978-2-38476-408-2_55How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Abdelouahed Kherazi
AU  - Mounir Bourray
PY  - 2025
DA  - 2025/06/20
TI  - Vocabulary Enrichment Via Kahoot! App: Exploring Gamification In The FLE Classroom
BT  - Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2024)
PB  - Atlantis Press
SP  - 757
EP  - 771
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-2-38476-408-2_55
DO  - 10.2991/978-2-38476-408-2_55
ID  - Kherazi2025
ER  -