Re-envisioning vocabulary learning and testing in L2 Russian classes using Kahoot!: From choosing words to playing games

Date

2025-02-01

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University of Hawaii National Foreign Language Resource Center
Center for Language & Technology

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29

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2

Starting Page

35

Ending Page

43

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Abstract

In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students’ experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we discuss the ongoing development, goals, and features of the LearningRussian Kahoot! course, which we designed to complement this article. We explore some of the lesser-known features of Kahoot! that are integrated into the LearningRussian course, including the use of GIFs and the ‘type the answer’ option among answer choices. We also examine the process of word selection for this course based on their frequency using Visualizing Russian, a suite of web-based vocabulary tools. Additionally, we provide a report on the implementation of this course in two settings (face-to-face and online) and outline some future directions for teaching and course design. We argue that DGBL platforms like Kahoot! have the potential to transform L2 courses by integrating engaging learning and assessment activities into the instruction of less commonly taught languages (LCTLs), such as Russian.

Description

Keywords

Digital Game-Based Learning, Kahoot, Vocabulary, Russian, Less commonly taught languages

Citation

Pastushenkov, D., Pavlenko, O., & Clancy, S. (2025). Re-envisioning vocabulary learning and testing in L2 Russian classes using Kahoot!: From choosing words to playing games. Language Learning & Technology, 29(2), 35–43. https://hdl.handle.net/10125/73610

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7

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Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License

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