Comparing Quizizz, Kahoot, and Duolingo for Enhanced English Vocabulary Learning Among Students

Authors

  • Nineteen Agustina Intan Sari University of Nusantara PGRI Kediri
  • Anisa Inaha Aulia Putri University of Nusantara PGRI Kediri
  • Joan Aulianissa Aimar University of Nusantara PGRI Kediri
  • Zipora Rustiyani Aritonang University of Nusantara PGRI Kediri
  • Bunga Angelica Felisyaputri University of Nusantara PGRI Kediri

DOI:

https://doi.org/10.29407/w09tg921

Keywords:

Quizizz, Kahoot!, Duolingo, gamified learning, vocabulary learning

Abstract

This study aims to analyze and compare students’ perceptions of three gamified learning platforms Quizizz, Kahoot!, and Duolingo in English vocabulary learning. Using a descriptive quantitative comparative design with a survey approach, data were collected through a Google Form questionnaire completed by 51 senior high school and vocational school students (SMA/SMK) in Indonesia. The respondents were selected based on their experience using at least two of the three platforms. The questionnaire consisted of 15 Likert-scale items focusing on three dimensions: (1) effectiveness in improving vocabulary mastery, (2) motivation and engagement during learning, and (3) usability of each platform. The data were analyzed using descriptive statistics (mean and percentage) and comparative analysis to identify differences in students’ perceptions across the platforms. The findings show that Duolingo is the most widely used platform among respondents and is generally perceived as the most effective, motivating, and accessible for independent vocabulary learning, particularly due to its repeated practice, example sentences, and gamified features such as streaks, XP, and levels. Quizizz is perceived as highly effective for vocabulary retention and is considered the most enjoyable and easiest to use in classroom settings, especially because of its humorous visual design and immediate feedback. Kahoot! is viewed as moderately effective and engaging, with strong competitive elements that increase motivation for some students but can also create time pressure for others. Overall, each platform demonstrates distinct strengths depending on the learning context and student needs. These results provide useful implications for teachers in selecting appropriate gamified tools for vocabulary instruction and for developers seeking to optimize gamification features in language learning applications.

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Published

2026-08-12

How to Cite

Comparing Quizizz, Kahoot, and Duolingo for Enhanced English Vocabulary Learning Among Students. (2026). ELTT, 11(1), 25-34. https://doi.org/10.29407/w09tg921

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