Vol.13, No.1, February 2024.                                                                                                                                                                               ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333


TEM Journal



Association for Information Communication Technology Education and Science

Investigating the Acceptance of Kahoot! for Warm-up Activities: A Case Study in Higher Education in Vietnam


Anh Tuan Pham, Toan Bao Nguyen


© 2024 Anh Tuan Pham , published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)


Citation Information: TEM Journal. Volume 13, Issue 1, Pages 277-285, ISSN 2217-8309, DOI: 10.18421/TEM131-29, February 2024.


Received: 13 September 2023.

Revised:   05 January 2024.
Accepted: 08 January 2024.
Published: 27 February 2024.




Gamification has been applied in language education by many educators all over the world. Kahoot!, known as a gamified learning platform, has a positive effect on English language education when it is utilized as a useful teaching tool in educational institutions. Despite multiple attempts to assess this gamified tool, not much research has concentrated on how well Vietnamese students accept the use of Kahoot! for warm-up activities. Employing a 22-item questionnaire using a five-point Likert scale and a semi-structured interview with the participants of 175 university students, the study aims to explore students' acceptance of using Kahoot! for warm-up activities. The survey questionnaire was created using the technology acceptance model (TAM) as the fundamental framework to investigate students' acceptance of using Kahoot! for warm-up activities. Results indicate that participating students highly appreciated and were satisfied with the use of Kahoot! for warm-up activities because of its pedagogical benefits. It is to suggest practical implications for language educators in using Kahoot! for warm-up activities in different educational settings.


Keywords –Gamification, Kahoot, warm-up activities, EFL, higher education.



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