Use of Digital Applications- Quizlet, Kahoot, and Padlet in ESL Classroom
DOI:
https://doi.org/10.70682/s3r.2025.01.022635Keywords:
Quizlet, Kahoot, Padlet, ESL, Gamified, eLearning, Digital pedagogyAbstract
Quizlet, Kahoot and Padlet are digital resources that are widespread in most modern ESL classes, but their pedagogical usefulness is questionable. A recent synthesis of research on these tools reveals three main findings: (1) the essential skills represented by each platform are reinforced by their use; (2) learning outcomes are realized as learners engage with constructivist pedagogies; and (3) sociocultural and gamification principles are involved in the effectiveness of these technologies in the ESL classroom. A literature review conducted to synthesize research published within the recent ten years reveals that learners can learn best when they actively construct knowledge, partner with others, and get immediate feedback in stimulating settings. These tools encourage interaction, but they are associated with several challenges, such as technical inequities, excessive visual and auditory stimulation, rapid interaction, which can foster surface learning and extensive preparation time of the teacher. In general, technology is strictly curriculum-based to maximize learning. The review ends with the recommendations about studying the long-term learning impacts, varied conditions, and features that can maintain the interest of learners.
