2018
DOI: 10.3991/ijet.v13i02.7467
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Perceptions of Students for Gamification Approach: Kahoot as a Case Study

Abstract: A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study… Show more

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Cited by 304 publications
(323 citation statements)
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“…Low-stakes quizzes have shown improved summative exam scores over the course of a semester relative to not being quizzed (Iwamoto et al, 2017). In other studies, using Kahoot improved student motivation (Bicen and Kocakoyun, 2018) (Tan et al, 2018). Students using game-based student response systems compared with paper forms or simple non-game-based student response systems were more engaged, motivated and focused and enjoyed it more (Wang et al, 2016).…”
Section: Student-response Systemsmentioning
confidence: 82%
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“…Low-stakes quizzes have shown improved summative exam scores over the course of a semester relative to not being quizzed (Iwamoto et al, 2017). In other studies, using Kahoot improved student motivation (Bicen and Kocakoyun, 2018) (Tan et al, 2018). Students using game-based student response systems compared with paper forms or simple non-game-based student response systems were more engaged, motivated and focused and enjoyed it more (Wang et al, 2016).…”
Section: Student-response Systemsmentioning
confidence: 82%
“…More detail on these IRSs can be found in Section 3. Even at this low level, studies indicate that IRSs can heighten students' interest in the lesson and encourage students to become more ambitious for success (Bicen and Kocakoyun, 2018). The downside is that the positive effects, such as engagement, are only present when the gamified application is in use.…”
Section: Levels Of Applying Gamification In Educationmentioning
confidence: 99%
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“…Using Kahoot in the class has a positive effect on students' learning [15], if there is no the Internet access, QR code cards may be used instead [16]. Kahoot is a game that is engaging and inspiring for students to enjoy [17], [18] and increase students' motivations [19], [20].…”
Section: Methodsmentioning
confidence: 99%
“…This reinforced the students' understanding as consented upon 65.2% of respondents in Item 10. These findings have proven that learners have better an understanding of given materials through active engagement in learning (Bicen & Kocakoyun, 2018). According to Jamilah and Maslawati (2017), the essence of active engagement is that it involves learners in the learning process by allowing them to analyze and reflect on the activities that are taking place in the classrooms.…”
Section: Students' Perceptions Of the Benefits Of Using Kahootmentioning
confidence: 97%