When smartphones entered the lives of today’s learners, the landscape of education has transformed dramatically. Smartphones always comes with applications or apps which can do specific tasks that its user needed. The potential of apps in education caught the imagination of educators as well as app developers. In fact, thousands of apps are made for educational purposes. Educational apps are making things easier for children understand specific academic concepts. Many researchers agreed that educational apps offer many benefits (Shing ; Yuan 2016).
Educational apps tend to be more social. It permits students to interconnect with other learners. In addition, it also activates better engagement between parents and students. For instance, some online educational platform notifies parents on the undertakings of his or her child. Through apps, learners communicate with other learners thus, enabling the exchange of information which makes learning more collaborative.
Mobile apps are also enjoyable. Studies have shown that mobile apps promote learning because they are entertaining rather than purely educational. Through mobile apps, learning is being gamified. Researchers around the world seem to agree that gaming and education must meet in providing opportunities for deeper learning. The idea of gamification is a developing concept. Werbach and Hunter (2015), defined it as the usage of game elements and game design techniques in non-game contexts. It is grounded in the success of the gaming industry, social media and in human psychology research. Nicholson (2013) supposed that meaningful gamification is when learners are motivated by recognizing meaningful connections on the activity and is not simply because of extrinsic rewards. With meaningful gamification, external rewards are deemphasized while independence and understanding are highlighted. Thus, the literature generally recognizes the advantages of using gaming elements in classroom instruction. Hence, the main goal of gamification is to increase involvement and motivate students through the use of game mechanisms like points, leaderboards, and rapid feedback.
Another advantage of smartphone educational apps is its availability 24/7. Mobile applications are constantly available round the clock. It is a kind of learning that could happen anywhere. Since children today are very technologically literate, access on different information are now accessible whenever they want.
The benefits that were mentioned above helped the researcher to consider these valuable insights on studying student response applications such as Kahoot, However, the main interest of the study centers on students’ attitude toward of Kahoot as a tool to improve their attention and participation in grammar class. Furthermore, the researcher is interested in their perceptions of Kahoot as a tool for enhancing class discussion.