Kahoot: A game‐based web tool to assess motivation, engagement fun, and learning outcomes among engineers

Author:

Lashari Tahira A.1,Fiayaz Rimsha1ORCID,Lashari Saima A.2,Khan Ijaz3,Sultana Sidra4,Afzal Tashfa1

Affiliation:

1. School of Electrical Engineering and Computer Sciences (SEECS) National University of Sciences and Technology Islamabad Pakistan

2. College of Computing and Informatics Saudi Electronic University Riyadh Saudi Arabia

3. College of Aeronautical Engineering National University of Sciences & Technology (NUST) Islamabad Pakistan

4. School of Electrical engineering and computer sciences National University of Science and Technology Islamabad Pakistan

Abstract

AbstractIt can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher‐centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (n = 32) and paper‐based (n = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper‐based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert‐scale questionnaire to determine their perceptions of participants on the above‐stated themes. Then, the mean, standard deviation, z‐test and t‐test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot‐based group compared to the paper‐based group with a statistically significant difference.

Funder

National University of Sciences and Technology

Publisher

Wiley

Subject

General Engineering,Education,General Computer Science

Cited by 1 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

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3