Abstract

Gamification of instructional activities is a useful approach that educators can use to promote more effective learning environments by increasing problem-solving, critical thinking and competence in the classroom. ‘KAHOOT!’ is an online multi-player real-time quiz game that allows students to measure learning in an engaging, immediate and entertaining manner. Lecturers can measure how well students absorb information and tailor their teaching to the next step or re-teach a concept after poor uptake by students. Seventy-two students participated in a 20-question survey about their experiences with ‘KAHOOT!’. Engagement scores were correlated with assessment grades to measure if ‘KAHOOT!’ affected student learning and achievement. The survey was deemed statistically sound in reliability and validity testing, and a principal components analysis (PCA) revealed that the attributes were strongly linked. There was no relationship between engagement score and assessment grade, indicating that ‘KAHOOT’!’ did not directly increase achievement. However, assessment of individual responses identified that students found it to be a positive social learning technology as it provided a fun, competitive and immersive end to a class. The benefits of fostering engagement, enjoyment and immersion within adult learning are especially important for maintaining a level of achievement within education to ensure that students are better equipped to deal with challenges and can turn a potential failure into an opportunity to improve their scholarship. The challenge provided by this study is to identify now how to measure the value of ‘fun’ activities in the tertiary classroom as a reinforcer for engagement, participation and learning.

Highlights

  • Educational gamification is a technology-based method for increasing student engagement and motivation for learning (Simoes, Redondo, and Vilas 2003; Whitton 2007, 2011)

  • As a measure of construct validity, each item was correlated with engagement score to measure how well each item predicts the final score using the Pearson product–moment correlation

  • The purpose of this study was to assess the engagement of students to the quizbased platform game ‘KAHOOT!’ as a method of formative self-assessment and to enhance the learning experience through gamification

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Summary

Introduction

Educational gamification is a technology-based method for increasing student engagement and motivation for learning (Simoes, Redondo, and Vilas 2003; Whitton 2007, 2011). Gamification has been shown to promote effective learning environments by increasing problem-solving (Whitton 2011), as well as improving critical thinking and competence in the classroom (Bicen and Kocakoyun 2017; Dellos 2015; Karaaslan and Budak 2012). It allows for reinvention and constant advances in educational technology (Moreno-Ger, Burgos, and Torrente 2009).

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