Students´ Perception of Real-Time Quiz Kahoot! As a Review Tool in Higher Education: A Case of Study

Author:

Poblaciones Maria J,Garcia-White Teodoro,Marin Concepción

Abstract

The use of gamification has spread in recent years, proving to be an effective tool to increase student motivation. Among them stands out Kahoot!, an online questionnaire in which students compete among themselves by counting both the number of correct answers and the response speed. Its effectiveness has been tested mainly in primary and secondary students, with much less available information at higher levels. This study evaluates the opinion of 48 students in Plant Science, a subject of 2nd course of Agricultural Engineering Grade, after carrying out three Kahoot! questionnaires with 12 questions with a single-answer, with two weeks between one and the next. To evaluate the contents fixation a reunified quiz was done, one week after the last Kahoot!, chosen randomly five questions from each questionnaire. The satisfaction of more than 90% of the students was positive or very positive, mainly because of creating a more positive and participatory learning environment. The use as a scoring tool produces a decrease in the acceptance in some students, producing anxiety in 25% of the students, due to the limited available time in about 27% of students. Furthermore Kahoot! has been found as a efficient tool for consolidating knowledge, as the number of questions that the students have consolidated is greater than 20% in the three questionnaires carried out, regardless of whether the period elapsed was 5, 3 or 1 week.

Publisher

International Association of Online Engineering (IAOE)

Subject

General Engineering,Education

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Development of Teamwork Skills Using ICTs in Undergraduate Students of Food Industry Engineering Degree;International Journal of Engineering Pedagogy (iJEP);2023-06-13

2. Statistics in Forest Engineering Degree Programs: What Should be Taught and Who Should Teach It;International Journal of Engineering Pedagogy (iJEP);2023-06-13

3. Perceptions of the Graduate Students on the Utilization of Quizizz in Virtual Classes;International Journal of Online Pedagogy and Course Design;2022-08-04

4. Gamified Learning in Online Teaching Through Platforms: The Use of Quizizz;Communications in Computer and Information Science;2022

5. Opinion and Effectiveness of Kahoot! use in Online Distance Learning in Crop Production at Higher Education Level: A Case of Study;Advances in Science, Technology and Engineering Systems Journal;2022-01

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