Encouraging Engagement and Learning: Integrating Canva, Mentimeter, and Kahoot in EFL Classes (Revise Draft)

Introduction

In recent years, the integration of technology into English as a Foreign Language (EFL) classrooms has become a transformative force, revolutionizing the way teachers deliver lessons and how students engage with content. This essay explores three widely used technological tools—Kahoot, Mentimeter, and Canva—and how they are effectively utilized in EFL contexts. By examining their features, application procedures, benefits, and challenges, this paper also critically reflects on relevant studies from the past five years. This exploration aims to promote best practices in EFL teaching while inviting feedback and perspectives from classmates.

Watch this related video for a deeper understanding:

Kahoot vs Mentimeter | Which is the Better Classroom Tool (2025)

Kahoot: Making Language Learning a Game

Kahoot is a game-based learning platform that lets teachers create interactive quizzes, surveys, and polls. Its colorful design and competitive format make learning fun and fast-paced. In EFL classrooms, Kahoot is especially useful for reviewing vocabulary, grammar, and listening skills.

Ebadi et al. (2021) explored how Kahoot as a student response system positively affected learners’ engagement, especially in EFL environments. Similarly, Ahmed et al. (2022) found that game-based learning increased motivation and decreased anxiety among EFL learners. These studies show that interactive tools like Kahoot can foster a more enjoyable learning experience and encourage participation.

However, Kahoot works better for reviewing material than for teaching deeper concepts. Its design does not support open-ended answers or rich discussions, which are essential for improving critical thinking and language production. It also depends heavily on a good internet connection, which can be a problem in some classrooms.

Mentimeter: Encouraging Everyone to Share

Mentimeter is a web-based tool that lets teachers ask students questions and get live feedback. It supports polls, quizzes, word clouds, and open-ended responses. In EFL learning, Mentimeter can be used to brainstorm, collect opinions, and improve speaking and writing participation.

Compared to Kahoot, Mentimeter feels more reflective and discussion-based, which can benefit EFL learners by giving them more time to think and formulate their ideas before sharing. This supports the development of critical thinking and written expression, especially for those who may be shy or hesitant to speak in front of others. The opportunity to respond anonymously can also reduce anxiety and encourage participation from students at various proficiency levels. Sari (2021) discovered that students in Indonesia felt more relaxed and willing to join discussions when teachers used Mentimeter. Khan (2025) also emphasized how Mentimeter encourages active learning and deeper engagement by creating a safe space for all learners to express their thoughts.

On the downside, Mentimeter also needs stable internet. Plus, its free version comes with limitations, such as the number of slides or questions you can use.

Canva: Letting Students Be Creative

Canva is an online graphic design tool that allows users to create posters, presentations, and videos. For EFL students, Canva is useful in project-based learning, such as writing assignments, vocabulary posters, and digital storytelling.

Riesnawati and Susanti (2024) found that collaborative writing using Canva improved students’ descriptive writing skills. Students benefited from organizing their ideas through visual tools and gained confidence through creativity. Canva also supports collaboration, allowing students to work together on shared projects, which aligns well with communicative language teaching principles.

However, not all students are familiar with design tools, so it might take time for them to learn. It also requires good internet access and proper devices, which can be a challenge in some areas.

Reflections and Suggestions

Although many studies support the use of Kahoot, Mentimeter, and Canva in language learning, most do not show long-term impacts. For example, while Kahoot clearly increases motivation, research on whether it improves writing or critical thinking is limited. Similarly, Canva’s effects on speaking fluency are not deeply explored, especially for beginners. There is a need for more longitudinal research across various learner levels to assess the long-term effectiveness of these tools.

Additionally, the success of using digital tools also depends on teacher readiness. Teachers need sufficient digital literacy and training to effectively integrate these technologies into their lessons. Providing professional development and access to reliable infrastructure can support better implementation.

This essay gives a closer look at how these tools work in Indonesian classrooms, where students and teachers might face different conditions such as limited access to digital resources or low digital literacy. Therefore, it is crucial to design teacher training programs tailored to their local needs. Equipping teachers with both technological and pedagogical knowledge ensures that the use of tools like Kahoot, Mentimeter, and Canva is not just trendy, but truly transformative for EFL education.

In the future, researchers and educators should collaborate to produce contextualized guidelines and best practices for technology integration in EFL classes. Emphasizing culturally relevant pedagogy, differentiated instruction, and inclusive design can help maximize the benefits of technology for diverse learners.

Conclusion

Kahoot, Mentimeter, and Canva have brought big changes to how we teach and learn English. These tools make lessons more fun, interactive, and creative. Each tool has its strengths and weaknesses, but when used properly, they can really support English language development. By combining ideas from research and classroom experiences, teachers can choose the best tools for their students’ needs.

Have you ever used Kahoot, Mentimeter, or Canva in an English class? What did you like or dislike about them? Feel free to share your feedback or suggestions—your comments will help me improve this essay even more.

References

Ahmed, Alim Al Ayub, et al. “Investigating the Effect of Using Game-Based Learning on EFL Learners’ Motivation and Anxiety.” Education Research International, vol. 2022, no. 1, 28 June 2022, p. e6503139, https://doi.org/10.1155/2022/6503139.

Ebadi, Saman, et al. “Exploring EFL Learners’ Perspectives on Using Kahoot as a Game-Based Student Response System.” Interactive Learning Environments, vol. 31, no. 4, 8 Feb. 2021, pp. 1–13, https://doi.org/10.1080/10494820.2021.1881798.

Khan, Muzammal Ahmad. “Mentimeter Tool for Enhancing Student Engagement and Active Learning: A Literature Review.” International Journal of Changes in Education, 10 Mar. 2025, https://doi.org/10.47852/bonviewijce52023801.

Riesnawati, Dyah Ayu, and Arik Susanti. “Improving Students’ Descriptive Writing Skills through Collaborative Writing Using Canva Application.” ELT Worldwide: Journal of English Language Teaching, vol. 11, no. 1, 30 Apr. 2024, p. 28, https://doi.org/10.26858/eltww.v11i1.50274.

Sari, Angela Bayu Pertama. “The Impacts of Mentimeter-Based Activities on EFL Students’ Engagement in Indonesia.” LLT Journal: A Journal on Language and Language Teaching, vol. 24, no. 1, 26 Mar. 2021, pp. 249–260, https://doi.org/10.24071/llt.v24i1.3025.

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