Cited by 883Educational Games and GamificationTechnology-Enhanced Education StudiesInnovative Teaching Methods

The DOI matches its Crossref record; 140 of the 196 references it cites were found in a registry or an index; 15 of the 82 sources its claims cite were checked for support.

The effect of using Kahoot! for learning – A literature review

Open access
Wang, Alf Inge, Tahir, Rabail·2020·Computers & Education

Abstract

Kahoot! is a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular game-based learning platforms, with 70 million monthly active unique users and used by 50% of US K-12 students. Since the platform was released in 2013, many studies have been published on the effect of using Kahoot! in the classroom, but so far, no systematic analysis of the results. This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and students' anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students’ anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.

Overview

AI snapshot

Written from the paper’s full text.

TL;DR

This literature review synthesizes 93 studies on Kahoot! and concludes it can positively affect learning performance, classroom dynamics, student/teacher attitudes, and student anxiety, though some studies find little or no effect. It also catalogs challenges such as technical problems, time pressure, fear of losing, and difficulty setting question difficulty.

Key findings

  • Across 93 accepted studies, 48 investigated learning outcomes; 70% of studies with statistical significance tests on learning effect found Kahoot! significantly improved final grade or test results compared with other approaches, but exceptions found no significant improvement versus paper quiz, Clicker, SurveyMonkey, PowerPoint, traditional teaching, or Quizizz.
  • Examples: an English flipped-classroom experimental group averaged 86.18 vs 77.45 for control (p = .007, large effect); a Purdue final exam averaged 79.56 vs 56.83 (p < .0001, large effect); chemistry final grade improved +38.4% with frequent Kahoot! vs +32.0% with less frequent use; a technology-supported group scored 90% on post-test vs 75% for paper.
  • Classroom dynamics: 34 articles described effects, but only 4 included significance tests; most reported improved engagement, interaction, and atmosphere, and no studies reported a negative or neutral effect except reduced positive effect after five months of frequent use (Wang, 2015).
  • Student anxiety: 14 articles, 10 reported reduced anxiety; two significance tests showed lower anxiety for Kahoot! vs Socrative (1.871 vs 2.238, p = .014) and lower anxiety vs control in Earth Science; one study reported agitation. Students’ perceptions: 82 articles, mostly positive; teachers: 10 articles, mostly positive.

Methods

  • Literature review using the Goal, Question, Metrics approach and PRISMA; search string “Kahoot” in Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus; 1232 articles found, 206 qualified, and 93 accepted after critical appraisal.
  • Data extraction and synthesis classified studies by type and nine attributes tied to five research questions: learning performance, classroom dynamics, student anxiety, student perceptions, and teacher perceptions; 38% were experiments, 45% included significance testing, 10% included effect sizes, 86% analyzed quantitative data, and 52% analyzed qualitative data.
  • Sample sizes ranged from 5 to 1000 participants, average N = 105; 84% of studies were in higher education and 16% in K-12.

Limitations

  • Stated: coverage may be incomplete; paywalled articles were excluded; filtering/rejection may have missed relevant studies; biased selection is possible because 97% of accepted articles present mainly positive results and 8% include challenges/problems; generalization is limited to Kahoot! and K-12/higher education, with no studies found on business training or other contexts.
  • Evident from the text: many research questions rest on few statistically significant studies—only 4 classroom-dynamics articles, 2 anxiety articles, and 1 teacher-perception article included significance tests, and only 10% of studies included effect sizes—so several conclusions rely largely on non-significance-tested findings.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1016/j.compedu.2020.103818

Cites

140 of 140 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Verification

Claims the paper makes

15 of 82 cited sources checked · 5 supported · 0 flagged · accuracy not yet measured

Show all 84 claims

  • It may state two separate claims as one. 64
  • Probably not a substantial claim. 23
  • The quote only partly states this claim. 6
76 of 76
  • The paper relies on this without support.

    Most teachers acknowledge that it is a challenge to keep students' motivation, engagement, and concentration over time in a lecture.

    “Most teachers acknowledge that it is a challenge to keep the students' motivation, engagement, and concentration over time in a lecture.”
  • The paper relies on this without support.

    This challenge is usually even a bigger problem in higher education with big classes with little interaction.

    “This challenge is usually even a bigger problem in higher education with big classes with little interaction.”
  • The paper relies on this without support.

    This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.

    “This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.”
3 of 3

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Rejected-article count is 20 too high

    Major

    Of 206 articles, 93 were accepted, leaving 113 rejected, not 133. The rejection categories in Table 2 also sum to 113.

    Reported 133 · recomputed 113

  • Same study describes pupils as both eighth- and seventh-graders

    Minor

    The two descriptions cite Turan and Meral (2018) and give incompatible grades for its 46 pupils.

2 of 2

Citations

Cites

Flagged first, then by citations

Show all 196 references

56 of the 196 references couldn’t be matched to a known paper.

Research works printed but not linked: 13

  1. Chotimah, 2018, Kahoot as the alternative media in teaching reading, Proceeding Icon-ELite, 1, 167
  2. Coca, 2013, Software socrative and smartphones as tools for implementation of basic processes of active physics learning in classroom: An initial feasibility study with prospective teachers, European Journal of Physics Education, 4
  3. Dellos, 2015, Kahoot! A digital game resource for learning, International Journal of Instructional Technology and Distance Learning, 12, 49
  4. Filologiczna, 2016, Effects of modern technologies on teaching English vocabulary to primary school learners, CER Comparative European Research, 155
  5. Iona, 2017, Kahoot! The School Librarian, 65, 84
  6. Johns, 2015, Engaging and assessing students with technology, A Review of Kahoot! Delta Kappa Gamma Bulletin, 81, 89
  7. King, 2017, Using Kahoot! Australian Mathematics Teacher, 73, 35
  8. Licorish, S. A., George, J. L., Owen, H. E., & Daniel, B. “Go kahoot!” enriching classroom engagement, motivation and learning experience with games. In International conference on computers in education.
  9. Lunden, 2018, Vol. 2019
  10. Murray, 1991, Effective teaching behaviors in the college classroom, Higher Education: Handbook of Theory and Research, 7, 135
  11. Omar, 2017, The effectiveness of kahoot application towards students' good feedback practice, PEOPLE: International Journal of Social Sciences, 3
  12. Tan Ai Lin, 2018, Kahoot! It: Gamification in higher education, Pertanika Journal of Social Sciences & Humanities, 26
  13. Vick, 2019, Vol. 2019

Cited by

Sorted by citations

Items 401–500 of 877

Metadata

Authors
Wang, A. I., & Tahir, R.
Affiliations
Norwegian University of Science and Technology (NO)
Corresponding author
Wang, Alf Inge
Venue
Computers & Education
Publisher
Elsevier BV
Published
2020-05
Volume
149
Pages
103818
ISSN
0360-1315 (ISSN-L)
OpenAlex
W3003825427
Cited by
883
References
196
Citations by year
2026: 84 · 2025: 107 · 2024: 158 · 2023: 196 · 2022: 160 · 2021: 149 · 2020: 27
FWCI
197.32
Type
journal article
Language
en
Open access
Locations
  • Computers & Education (publishedVersion, cc-by)
  • Goldsmiths (University of London) (acceptedVersion)
  • NORA - Norwegian Open Research Archives (submittedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Technology-Enhanced Education Studies
  • Social Sciences › Education › Innovative Teaching Methods
Keywords
Kahoot, game-based learning, formative assessment, learning performance, classroom dynamics, student attitudes, teacher attitudes, student anxiety, quiz-based learning, technical challenges, time pressure, K-12 education

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