2018
DOI: 10.1186/s41039-018-0078-8
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Students’ perception of Kahoot!’s influence on teaching and learning

Abstract: Technology is being increasingly integrated into teaching environments in view of enhancing students' engagement and motivation. In particular, game-based student response systems have been found to foster students' engagement, enhance classroom dynamics and improve overall students' learning experience. This article presents outcomes of research that examined students' experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensi… Show more

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Cited by 372 publications
(408 citation statements)
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References 38 publications
(76 reference statements)
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“…It is further proposed to use a double method to consider the specificities of the theoretical and practical sessions. In the case of the theoretical sessions, a serious game with interactive questionnaires is proposed by using "Kahoot" (Licorish et al, 2018), an online free game-based learning platform which allows the creation of different questions types like multiple choice quizzes, discussion questions, or surveys. The gamification method of the practical sessions is based on competitions in "hackathon" format, specifically the "CUDATHON" competition.…”
Section: Introductionmentioning
confidence: 99%
“…It is further proposed to use a double method to consider the specificities of the theoretical and practical sessions. In the case of the theoretical sessions, a serious game with interactive questionnaires is proposed by using "Kahoot" (Licorish et al, 2018), an online free game-based learning platform which allows the creation of different questions types like multiple choice quizzes, discussion questions, or surveys. The gamification method of the practical sessions is based on competitions in "hackathon" format, specifically the "CUDATHON" competition.…”
Section: Introductionmentioning
confidence: 99%
“…can be perceived as a resurrection of the clicker in the modern day. The evolution of the older Student Response System (SRS) to Game-based Student Response System (GSRS) is historically drawn during the reign of "iClicker" and "Poll Everywhere" to the current user-friendly application such as Kahoot ! Licorish, Owen, Daniel & George (2018).Besides replacing SRS, GSRS is relatable to Novak's meaningful learning model, which differentiate learners' deep and surface learning approaches.…”
Section: Gamification and Game-based Student Response System (Gsrs)mentioning
confidence: 99%
“…The evolution of the older Student Response System (SRS) to Game-based Student Response System (GSRS) is historically drawn during the reign of "iClicker" and "Poll Everywhere" to the current user-friendly application such as Kahoot! Licorish, Owen, Daniel & George (2018).Besides replacing SRS, GSRS is relatable to Novak's meaningful learning model, which differentiate learners' deep and surface learning approaches. The whole learning experience began with teachers' selecting meaningful materials according to the learners' existing knowledge followed with their initiative to engage the learners with a deeper learning instead of rote memorising.…”
Section: Gamification and Game-based Student Response System (Gsrs)mentioning
confidence: 99%
“…as learners experiment, reflect and evaluate their knowledge (when answering the questions) and receives immediate feedback from the game. On top of that, Licorish, Owen, Daniel & George (2018) added that learners who were practised with deep learning strategies such as GSRS are highly engaged which resulted to them to be able to "apply their deep learning strategies to their study practises".…”
Section: Gamification and Game-based Student Response System (Gsrs)mentioning
confidence: 99%