Abstract

Purpose: Game based learning when introduced into traditional classroom environments makes learning fun. Kahoot! is a game based app which can be used to assess students’ knowledge, and is a promising tool for formative assessment. The purpose of the study was to measure the extent to which the popular game based online platform of “Kahoot!” is effective as a tool of assessment for learning. Methodology: The crossover study was conducted at a medical college in India. Sixty students participated with 30 in the Kahoot! Group and 30 in the Control group. Four topics were taught; assessments were done immediately after a topic was taught and 15 days afterwards to assess knowledge retention. Results: Analysis showed statistically significant improvement from initial test to retention test in both the Kahoot! and Control groups in all four sessions. Out of 120 respondents from each group who attended the four sessions, 75% (90/120) of respondents in the experimental group (Kahoot!) scored 17.7% more than the Control group in the test held immediately after the lecture and 76.6% (92/120) respondents in the experimental group scored better than the Control in the test held after 15 days. Students found that Kahoot! sessions were motivating, engaging and made learning fun. Conclusion: Kahoot! is a promising formative assessment tool that can be introduced in a traditional classroom to enhance learning.

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