Our group chose to use Kahoot(https://create.kahoot.it/) and Educaplay(https://www.educaplay.com/)to design games to understand the content of the article and word matching games. Next, we will analyse these two games in detail and answer the three questions assigned by the teacher last week. The first question is Why is this particular game relevant to language learning? What approaches to language learning or research underpin the use of this technology (hint - motivation!)? The second question is How might you use it in the classroom to foster language learning? Think about who the learners might be. Think about the target readers of your blog (teachers not students!) - what do they need to know? The third question is What limitations can you see with the use of this game? Finally, our group will compare the differences between Kahoot and Educaplay.
This game is very suitable for language learning, because it allows students to learn in the process of playing in a gamified way. I designed a quiz game to understand the content of the article, which allows students to learn knowledge in the process of interaction and competition and experience the joy of learning, instead of just memorising the knowledge points. This game encourages students to take the initiative to understand the content of the article and actively answer questions through time-limited questions, accumulated points and instant feedback. The theoretical basis and method that supports this kind of language learning is learning motivation, especially the theory of intrinsic motivation. In this game, students can check their rankings in real time by accumulating points. The way of ranking will stimulate students' competitive mentality, and this spontaneous competitive mentality will promote students' inner learning motivation. Students will take the initiative to devote themselves to learning in order to improve their ranking.
There are many games on Kahoot that are very suitable for learning English. I will use the quiz questions about the meaning of words in the pre-class review session to let students review the words they learned in the last class. In grammar class, I will use the Jumble or Puzzle mode to let students drag words or phrases to form correct sentences, so as to understand the grammatical order. I will use questions and answers in the reading class to let students complete their understanding of the main idea of the article and the details of the article. After class, I can also use voting or open questions to collect students' feedback on the teaching results of this class. For teachers, understanding the game of different modules on Kahoot can help teachers better choose teaching materials and suitable classrooms. Teachers should understand that Kahoot is just a teaching tool and should not rely too much on the results generated by the game. At the same time, teachers should emphasise to students that the final result is to master knowledge rather than win the game during the game.
I think this game still has certain limitations. The first limitation is the emergency situation in the classroom. Problems such as unstable network environment or device compatibility will interrupt the classroom, especially in schools with poor Wi-Fi signal. The second limitation is the question of the speed and quality of the answer. Strict timing and competitive mentality will prompt students to want to answer questions quickly. Students may randomly choose answers just to get scores, which weakens students' in-depth thinking and real language understanding. The third limitation is the limitation of the topic. Most game modules on Kahoot are more suitable for vocabulary and grammar courses, but not for writing or speaking classes that require output and creativity.

The word matching game based on Educaplay is highly relevant to language learning because it primarily helps learners review vocabulary. Vocabulary is the foundation of language learning, and reviewing words in a gamified way can reduce learning anxiety and increase learning motivation. Learners need to constantly identify the connections between words and their meanings, which helps transfer vocabulary from short-term to long-term memory. Furthermore, the timing and scoring mechanisms can stimulate a sense of competition, making students more engaged in class.
In the classroom, this game can be used as a vocabulary review activity after reading lessons, especially suitable for English learners in middle school. Teachers can have students complete the game individually or in groups after they have finished reading the article to check whether they have remembered the key vocabulary. For teachers, this tool is very easy to use because it requires no complex technical background and allows for flexible vocabulary modification based on teaching content. Teachers can also share game links with students after class for reviewing. Teachers need to know that this tool is both time-saving and easily integrated into their existing curricula.
Although this game is useful for vocabulary revision, it also has some limitations. Firstly, it mainly focuses on matching words with meanings and does not show the use of vocabulary in real contexts. Secondly, if students play the same game repeatedly, they may rely on remembering card positions rather than understanding word meanings. This can reduce learning effectiveness. In addition, for learners with low motivation, a simple matching game may not be challenging enough. Therefore, teachers should combine this game with other learning activities.
1. Cost
In terms of cost, Kahoot is relatively more affordable. Its free version is already sufficient for basic classroom activities. Teachers can simply create questions, and students can join the game using their mobile phones, which makes it very practical for teachers with limited budgets. However, you can only upload one page of PDF to generate questions through the free version.
Educaplay also offers a free version. You can upload the whole PDF to generate questions, but many functions are restricted. For example, users can only create one game per hour for free, and they need to wait an hour before creating another one. The paid version of Educaplay is more expensive than Kahoot.


2. Game Variety
In terms of game variety, Educaplay is clearly more diverse than Kahoot. Kahoot mainly focuses on questions where students choose the correct answer. Although images or audio can be added, the core game is still selecting an option. Over time, students may become bored with this repetitive format.
In contrast, Educaplay allows teachers to design a wide range of activities, such as matching games, dictation tasks, and word search puzzles and so on. For example, in vocabulary learning, students can not only match words with their meanings but also practise spelling through dictation activities. This variety of task types makes it easier to address different learning objectives and helps maintain students’ interest over a longer period of time.


3. Target Teacheres
Kahoot is more suitable for teachers who prefer a teacher-controlled teaching approach. The teacher controls the entire flow of the game. For example, all students answer at the same time and wait for the teacher to show the correct answer. In this way, the teacher clearly dominates the classroom process. However, because the whole class progresses together, it is difficult to differentiate instruction. This is to say, some students may finish very quickly but cannot move on, as they have to wait for others.
On the contrary, Educaplay is more suitable for teachers who favour a learner-centred approach. Students can complete tasks independently without waiting for their classmates. The tool emphasises working at one’s own pace. For example, in a matching game, students can take time to think and try again if they make mistakes, which is especially supportive for lower-level learners. In this case, the teacher mainly acts as a facilitator by providing guidance and follow-up activities, such as asking students to create sentences using the vocabulary after completing the matching task.
4. Motivation
Kahoot mainly motivates students through competition. Students tend to focus on scores and rankings and try to answer as quickly and accurately as possible, which can be very effective during classroom warm-ups or lesson reviews. However, this type of motivation can sometimes become demotivating. When students pay too much attention to the rankings, they may ignore the actual learning content. In addition, students who rank lower may feel embarrassed or even lose confidence. I have personally experienced this situation. The classroom atmosphere became awkward, and I found it difficult to concentrate on learning the knowledge itself.
Educaplay works differently. Students usually complete activities individually, and their results are not publicly displayed in front of classmates. This allows learners to focus more on acquiring knowledge with lower pressure. For instance, when completing a word search puzzle, students tend to concentrate on the task itself rather than comparing themselves with others, which helps maintain long-term learning interest. However, this approach also has limitations. Some students may work too slowly, which can make it difficult to manage class time effectively.
5. Device Requirements
Kahoot is usually designed as a whole-class activity and cannot be effectively used by the teacher alone. As a result, students normally need to use their own mobile phones to scan a code and join the game. However, this can be challenging in lower-grade classrooms, where many students do not have phones, making it difficult to use Kahoot.
In comparison, Educaplay is more flexible in using devices. Teachers can guide the class using the whiteboard or invite students to complete the activities directly on the whiteboard. Even without personal devices, students can still participate in the learning process. This flexibility makes Educaplay more suitable for classrooms with limited access to technology.
Now, make your choice and begin the journey of Kahoot or Educaplay!
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