Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students

被引:28
|
作者
Cameron, Kristie E. [1 ]
Bizo, Lewis A. [2 ]
机构
[1] Unitec Inst Technol, Sch Environm & Anim Sci, Auckland, New Zealand
[2] Univ New England, Sch Psychol, Armidale, NSW, Australia
关键词
'KAHOOT!'; gamification; online-learning tool; engagement; tertiary; learning; enjoyment;
D O I
10.25304/rlt.v27.2225
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页数:14
相关论文
共 50 条
  • [1] Kahoot as an Assessment Tools: Students' Perception of Game-based Learning Platform
    Iman, Nurul
    Ramli, Munasprinto
    Saridewi, Nanda
    [J]. JURNAL PENELITIAN DAN PEMBELAJARAN IPA, 2021, 7 (02): : 245 - 259
  • [2] Game-based learning The use of Kahoot in teacher education
    Correia, Marisa
    Santos, Raquel
    [J]. 2017 INTERNATIONAL SYMPOSIUM ON COMPUTERS IN EDUCATION (SIIE), 2017,
  • [3] The roles of engagement and competition on learner’s performance and motivation in game-based science learning
    Ching-Huei Chen
    Victor Law
    Kun Huang
    [J]. Educational Technology Research and Development, 2019, 67 : 1003 - 1024
  • [4] The roles of engagement and competition on learner's performance and motivation in game-based science learning
    Chen, Ching-Huei
    Law, Victor
    Huang, Kun
    [J]. ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2019, 67 (04): : 1003 - 1024
  • [5] Fun With Pharmacology: Winning Students Over With Kahoot! Game-Based Learning
    Bryant, Susan G.
    Correll, Jennifer M.
    Clarke, Brandy M.
    [J]. JOURNAL OF NURSING EDUCATION, 2018, 57 (05) : 320 - 320
  • [6] GAME-BASED STUDENT RESPONSE SYSTEM: THE EFFECTIVENESS OF KAHOOT! ON JUNIOR AND SENIOR INFORMATION SCIENCE STUDENTS' LEARNING
    Owen, Helen E.
    Licorish, Sherlock A.
    [J]. JOURNAL OF INFORMATION TECHNOLOGY EDUCATION-RESEARCH, 2020, 19 : 511 - 553
  • [7] Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments
    Byun, JaeHwan
    Loh, Christian S.
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2015, 46 : 129 - 138
  • [8] Using Traces to Qualify Learner's Engagement in Game-Based Learning
    Bouvier, Patrice
    Sehaba, Karim
    Lavoue, Elise
    George, Sebastien
    [J]. 2013 IEEE 13TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2013), 2013, : 432 - 436
  • [9] Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning
    Cadet, Myriam Jean
    [J]. TEACHING AND LEARNING IN NURSING, 2023, 18 (03) : 419 - 422
  • [10] Effects of Game-Based Learning on Engagement and Academic Performance for Undergraduate Science and Engineering Students
    Jivani, Saqib R.
    Chetehouna, Mouna
    Hafeez, Sanaa
    Adjali, Mohamed H.
    [J]. INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 2024, 40 (01) : 16 - 22