The Effect of Kahoot! as a Digital Learning Tool on the Learning Motivation of Intermediate–Advanced Arabic Learners

Authors

  • Ahmad Farhan Rif’an Najib University of Darussalam Gontor image/svg+xml Author
  • Syifa Firdausi Putri University of Darussalam Gontor image/svg+xml Author

Keywords:

Kahoot!; Digital Learning Tools; Learning Motivation; Intermediate– Advanced Arabic Learners.

Abstract

This study aims to examine the effect of using Kahoot!, a game-based digital learning platform, on students’ motivation in learning Arabic. This topic is important to investigate because the integration of gamification in Arabic learning remains limited, even though it has great potential to increase engagement, participation, and enjoyment in the learning process. A quantitative approach with a simple regression design was applied to 50 university students at the intermediate–advanced level. Data were collected through a Likert-scale questionnaire and analyzed using normality, linearity, and regression significance tests. The results revealed a strong positive correlation (R = 0.648) and a determination coefficient (R² = 0.420), indicating that Kahoot! contributes 42% to enhancing students’ motivation. These findings suggest that gamification supports student-centered and interactive learning in Arabic education. The study fills a research gap by focusing on higher-level Arabic learners and provides insights for teachers and researchers to create meaningful technology-based learning.

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Published

2025-12-03