Cited by 580Educational Games and GamificationInnovative Teaching MethodsEducation and Technology Integration

The wear out effect of a game-based student response system

Open access
Wang, Alf Inge·2015·Computers & Education

Abstract

The Bring Your Own Device (BYOD) wave and advancement in technical infrastructures and in learning technology opens for new ways of teaching in the classroom. The teachers' laptops connected to a video projector, access to wireless network and the students smartphones, tablets or laptops can be utilized to enhance the interaction between the teacher and students, as well as boost the students motivation, engagement and learning. The introduction of new learning technology in the classroom normally results in immediate enthusiasm and excitement both from the teacher and the students. However, the immediate positive effects might fade when the new learning technology has become familiar to the teacher and the students. This paper shows the results from investigating the wear off effect of using the game-based student response system Kahoot! in classroom teaching. More specifically, it compares the results from students using Kahoot! for the first time in a single motivational lecture vs. using Kahoot! in every lecture in a class for five months. The quasi-experiment focused on how the students' perception changed in relation to user-friendliness, engagement, motivation, classroom dynamics, concentration, and perceived learning. The results show a slight reduction in the students motivation and engagement, but the only statistically significant wear out effect found was related to classroom dynamics. At large, the game-based student response system managed to boost students engagement, motivation and learning after using it repeatedly for five months. The core factor to keep the students attention after heavy repeated usage was found to be the competitive nature of Kahoot!. We examine short time vs. long time effect of a game-based student response system.The effects studied were engagement, motivation, and classroom dynamics.Other effects studied were concentration, and perceived learning.The only statistically significant difference was found in classroom dynamics.No major wear off found on engagement, motivation, concentration and learning.

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Crossref · 10.1016/j.compedu.2014.11.004

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48 of 48 references verified0 citation errors · 0 not checkable

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  • Only Kahoot! has been designed from ground up as a video game.

    “Although other SRSs include game-features, as far as we know, only Kahoot! has been designed from ground up as a video game (Wang, 2015).”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Wang, 2015

  • A study with 252 students at the Norwegian University of Science and Technology found that the only statistically significant change from first-time use to extensive use of Kahoot! over five months was for classroom dynamics (small effect size), where Kahoot! had less impact after five months compared to the first time.

    “The results showed that the only statistically significant change was for classroom dynamics (small effect size), where Kahoot! had less impact after five months compared to the first time.”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Wang, 2015

  • Playing Kahoot! frequently over five months did not affect students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but classroom dynamics were affected (Wang, 2015).

    “One result from these articles shows that playing Kahoot!frequently over five months did not affect the students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but the classroom dynamics were affected (Wang, 2015).”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Wang, 2015

  • Wang (2015) found that regular use of Kahoot! (one session per lecture for a whole semester) resulted in a small 'wear-off' effect of positive classroom dynamics in software engineering students.

    “Wang (2015) found that regular use of Kahoot! (one session per lecture for a whole semester) resulted in a small "wear-off" effect of positive classroom dynamics in software engineering students.”
  • Previous work on students' feedback on the use of Kahoot! has been driven largely from more quantitative measures, with limited reliability and validity.

    “While previous work has examined students' feedback on the use of Kahoot! (Barrio et al. 2016;Wang 2015), such evidence has been driven largely from more quantitative measures, with limited reliability and validity.”

Cites

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Research works printed but not linked: 3

  1. Carnevale, 2005, Run a class like a game show: ‘clickers’ keep students involved, Chronicle of Higher Education, 51, B3
  2. Foss, 2006, Game play in engineering education – concept and experimental results, The International Journal of Engineering Education, 22
  3. Prensky, 2005, Computer games and learning: Digital game-based learning, Vol. 18, 97

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Authors
Wang, A. I.
Affiliations
Norwegian University of Science and Technology (NO)
Corresponding author
Wang, Alf Inge
Venue
Computers & Education
Publisher
Elsevier BV
Published
2015-03
Volume
82
Pages
217-227
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2041995626
Cited by
580
References
48
Citations by year
2026: 20 · 2025: 28 · 2024: 71 · 2023: 76 · 2022: 65 · 2021: 88 · 2020: 56 · 2019: 87 · 2018: 41 · 2017: 26 · 2016: 17 · 2015: 3 · 2014: 1 · 2013: 1
FWCI
35.99
Type
journal article
Language
en
Open access
Locations
  • Computers & Education (publishedVersion)
  • BIBSYS Brage (BIBSYS (Norway)) (submittedVersion, cc-by-nc-nd)
  • NORA - Norwegian Open Research Archives (submittedVersion, other-oa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methods
  • Social Sciences › Education › Education and Technology Integration
Keywords
game-based learning, Kahoot, clickers, Bring Your Own Device, student motivation, student engagement, classroom dynamics, perceived learning, ease of use, concentration, competitive games, educational technology adoption

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