Research article    |    Open Access
International Journal of Language and Education Research 2025, Vol. 7(2) 1-35

The Effect of Kahoot! -Based Learning on Students’ Computational Thinking and Language Learning Attitudes

Raiya Al Mahruqi, Lee-Jean van Wyk

pp. 1 - 35

Publish Date: August 31, 2025  |   Single/Total View: 0/0   |   Single/Total Download: 0/0


Abstract

Computational thinking is considered an essential 21st-century skill, improving problem-solving and creative thinking skills. Therefore, there is increasing attention being paid to integrating CT into education. Furthermore, Oman Vision 2040 highlights the significance of advancing and cultivating a skilled workforce, prioritising competencies like computational thinking. Studies conducted on higher education students revealed a gap in CT skills among higher education students. As a result, this study aimed to address this gap by exploring CT development in higher education, emphasising the integration of innovative teaching approaches like game-based learning, which engaged students in activities aligned with CT principles. A quasi-experimental design was employed, utilising pre- and post-tests, interviews, and Computational Thinking and Language Learning Attitudes questionnaires to collect data from 24 Foundation Programme students at Sultan Qaboos University. It is worth mentioning that the intervention was informed by the TPACK framework for task design and reinforced by Brennan and Resnick’s (2012) computational thinking dimensions, offering both pedagogical and learner-centred theoretical grounding. The results indicated a significant positive impact on both CT skills and language learning attitudes. Based on these findings, it is recommended that higher education curricula incorporate game-based learning to enhance CT skills and student engagement.

Keywords: Language Learning Attitudes, CT competencies, 21st century skills, Game-based learning, Higher Education students, critical thinking


How to Cite this Article?

APA 7th edition
Mahruqi, R.A., & Wyk, L.v. (2025). The Effect of Kahoot! -Based Learning on Students’ Computational Thinking and Language Learning Attitudes. International Journal of Language and Education Research, 7(2), 1-35.

Harvard
Mahruqi, R. and Wyk, L. (2025). The Effect of Kahoot! -Based Learning on Students’ Computational Thinking and Language Learning Attitudes. International Journal of Language and Education Research, 7(2), pp. 1-35.

Chicago 16th edition
Mahruqi, Raiya Al and Lee-Jean van Wyk (2025). "The Effect of Kahoot! -Based Learning on Students’ Computational Thinking and Language Learning Attitudes". International Journal of Language and Education Research 7 (2):1-35.

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