HomeInternational Journal of Multidisciplinary Educational Research and Innovationvol. 3 no. 1 (2025)

Revitalizing Spelling Proficiency: An Online Gaming Approach for Junior High School Students

Yancy Kate P. Patiluna | Bethany Meville F. Catubig | Charisse Joy Bulawit | Mary Claire V. Ondiano | Jerlyn S. Dumam-ag | Cherlsea A. Cortes | Morlando S. Maghanoy Jr. | John Mark N. Saldivar

Discipline: Education

 

Abstract:

This study used the online game Kahoot to address the spelling problems of the 40 Grade 10 students in one of the public high schools in Ozamiz City enrolled during the school year 2023-2024. A pretest with 50 spelling words was administered to the class. Using a one-group, quasi-experimental pretest-posttest approach, this study assessed the impact of the Kahoot intervention on students' spelling proficiency. After the pretest, the teacher implemented nine sessions using Kahoot as the main instrument to teach spelling. This was followed by a post-test with the exact 50 spelling words. In the pretest, none of the students reached a passing score of 38. After implementing the intervention, over half of the class scored 31 to 50. The study found that the online game Kahoot effectively enhanced the spelling skills of Grade 10 students, with respondents expressing positive perceptions of its ease, improvement, ability, motivation, and concentration. Kahoot provided an enjoyable learning approach, making it a helpful tool. The students also strongly agreed that using the game was easy, improved spelling, enhanced spelling ability, motivated them to spell, and increased concentration in spelling. This study recommended that other schools implement spelling activities using an online game.



References:

  1. Alalimi, M. & Almassaad, A. (2020). The Effectiveness of Kahoot Online Game on EFL Learners' Spelling Achievement and Their Perceptions Towards the Game. Asian Journal of Educational Research, 8(1), 34-42. http://multidisciplinaryjournals.com/wp-content/uploads/2020/06/Full-Paper-THE- EFFECTIVENESS-OF-KAHOOT-ONLINE-GAME-ON-EFL-LEARNERS%E2%80%99-SPELLING-ACHIE.pdf
  2. Alawadhi, A. (2019). Students’ perceptions of Kahoot! An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. The British University in Dubai (BUiD), 1-69. https://bspace.buid.ac.ae/items/fe56853f-fa29-4d1e-be82820c7cb32a1e
  3. Althobaiti, S. (2020). Students’ Perceptions of Two Spelling Techniques: Copy, Cover, and Compare and Flip the Folder. English Language Teaching, 13(7), 67-75. https://doi.org/10.5539/elt.v13n7p67
  4. Antoniou, K., Mbah, E., & Parmaxi, A. 2016. Teaching Turkish in low-tech contexts: Opportunities and challenges. Eurocall, 32-36. https://doi.org/10.14705/rpnet.2016.eurocall2016.534
  5. Aradillos, D., Alcoba, R. J., Dy, J., Monceda, C. M., Montanez, Ma. C. A., & Ramos, A. L. (2023). English Writing Errors, Challenges, and Strategies in Modular Learning: A Multiple-Case Study. Journal of World Englishes and Educational Practices. https://doi.org/10.32996/jweep
  6. Bicen, H., & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot As a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13(2), 72–93. https://doi.org/10.3991/ijet.v13i02.7467
  7. Contributor. (2023). Spelling and Vocabulary Problem in America. Filam Tribune. https://filamtribune.com/spelling-andvocabulary-problem-in-america/
  8. Dada, E. M., (2015) Spelling Errors: Causes, Influence on Students’ Performance in English Language Essay Writing and Strategies for Correcting Them. Case Studies Journal, 4(8), 66-70. https://www.academia.edu/29657481/Spelling_Errors_Causes_Influence_on_Students_Performance_in_English_Language_Essay_Writing_and_Strategies_for_Correcting_Them
  9. Department of Education. (2016). K to 12 curriculum guides for English. DepEd. https://www.deped.gov.ph/wpcontent/uploads/2019/01/English-CG.pdf
  10. Domantay, M. D., & Ramos, L. Q. (2018). English Writing Performance of Grade 11 Students. Journal of Advanced Studies, 1(1), 1-19. https://www.psurj.org/wp-content/uploads/2018/12/JAS-002.pd f
  11. Fitria, T. N. (2020). Spelling Error Analysis in Students’ Writing English Composition. Getsempena English Education Journal, 7(2), 240-254. https://doi.org/10.46244/geej.v7i2.988
  12. Flores, L. J. (2022). The effects of vocabulary instruction in a high school Earth Science Classroom on students with disabilities and English-language learners.
  13. Goksun, D. O., & Gursoy, G. (2019). Comparing success and engagement in gamified learning Experiences via Kahoot! And Quizizz. Computers & Education, 135, 15-29. https://doi.org/10.1016/j.compedu.2019.02.015
  14. Göttems, L. B. D., De Carvalho, E. M. P., Guilhem, D., & Pires, M. R. G. M. (2018). Good Practices in normal childbirth: reliability analysis of an instrument by Cronbach's Alpha. Revista Latino-americana De Enfermagem, 26(0). https://doi.org/10.1590/1518-8345.2234.3000
  15. Ismail, M., Ahmad, A., Mohammad, J., Fakri, N., Nor, M. & Pa, M. (2019). Using Kahoot! as a Formative assessment tool in medical education: a phenomenological study. BMC Medical Education, 19(1). https://doi.org/10.1186/s12909-019-1658-z
  16. Kellaway, L. (2014). Why typos and spelling mistakes don't matter. BBC News. https://www.bbc.com/news/business29529578
  17. King, A. (2017). Using Kahoot. Australian Mathematics Teacher, 73(4), 35–36. https://search.informit.org/doi/10.3316/informit.298530223534343
  18. Leung, E., & Pluskwik, E. (2018). Effectiveness of Gamification Activities in a Project-Based Learning Classroom. International Journal of Educational Technology in Higher Education, 15(41).
  19. Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(9), 1-23. https://doi.org/10.1186/s41039-0180078-8
  20. Mehrpour, S., & Ghayour, M. (2017). The effect of educational computerized games on learning English Spelling among Iranian children. The Reading Matrix: An International Online Journal, 17(2), 165-178.
  21. Muhassin, M., Hidayah, R., Hidayati, D. A., & Pradana, S. A. (2020). Investigating Spelling Errors Among Indonesian EFL Secondary School Students. English Education: Jurnal Tadris Bahasa Inggris, 13(2), 1-24.
  22. http://dx.doi.org/10.24042/ee-jtbi.v13i2.7699
  23. Nahari, A. A., & Alfadda, H. (2016). From Memorising to Visualising: The Effect of Using Visualization      Strategies to Improve Students’ Spelling Skills. English Language Teaching, 9(6), 1-18.
  24. O'Neill, M., & McMahon, T. (2019). Kahoot! A digital game resource for learning to spell. Computers & Education, 135, 15-29. https://www.itdl.org/Journal/Apr_15/Apr15.pdf
  25. Qamariah, H., & Wahyun, S. (2018). Teaching Spelling Through Games. Visipena, 9(1), 137-150. https://doi.org/10.46244/visipena.v9i1.447
  26. Sari, I. R. (2015). Common Errors in Students’ Spelling on the Required Words for the Seventh Graders. Educate, 4(2), 3543.
  27. Sarmiento, C. (2018). The effects of the use of Kahoot! on the spelling achievement of Grade 10 students in the Philippines (Doctoral dissertation, Sripatum University). International Journal of Emerging Technologies in Learning (iJET), 13(5), 65-74.
  28. Schonell, F. J. (2014). The Essential Spelling Book 2-Workbook. Nelson Thornes
  29. Tavarez Da Costa, P., & Reyes Arias, F. (2021). A Case Study on the Use of Spelling as a Determining Factor in Teaching English Grammar in Dominican Schools. Online Submission.
  30. Totto, P. & Ramos, A. (2021). Reading and Writing Performance of Senior High School Students. International Journal of English Language Studies, 3(9), 9-22. https://doi.org/10.32996/ijels.2021.3.9.2
  31. Wang, A. I., & Lieberoth, A. (2016, October). The effect of points and audio on concentration, Engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot. In European conference on games-based learning (Vol. 20, pp. 738-746). Academic Conferences International Limited.
  32. Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149. https://doi.org/10.1016/j.compedu.2020.103818
  33. Wang, A. I., Zhu, M., & Sætre, R. (2016). The effect of digitizing and gamifying quizzing in classrooms. Academic Conferences and Publishing International.
  34. Yapıcı, İ. Ü., & Karakoyun, F. (2017). Gamification in biology teaching: A sample of Kahoot Application. Turkish Online Journal of Qualitative Inquiry, 8(4), 396-414. https://doi.org/10.17569/tojqi.335956 
  35. Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning grammar? Teaching English with Technology, 16(3), 17-36.