Implementation of The Gamification Concept Using KAHOOT!Among TVET Students: An Observation
Open accessAbstract
21st century way of learning is one of the transformations lauded by the Ministry of Education Malaysia in the Malaysian Education Blueprint (2013-2015) to equip students with communication skills, critical thinking and collaboration or recognized as Higher Order Thinking Skills (HOTS). This 21 st century learning requires suitable teaching aids to achieve the learning objectives. The gamification approach in teaching and learning is considered as one of the new method that is capable in raising students' achievement. This study was conducted to identify students' attitudes, motivations and perceptions on early exposure to gamification through the Kahoot! usage. The population of the study involved 65 students of Machining Industry Programme at Sultan Haji Ahmad Shah Vocational College (KV SHAS). The sampling method used is a purposive sampling focusing on 20 students from third year students of Machining Industry Programme. Questionnaire was used in this study and the data were collected and analysed using Statistical Package for Social Science (SPSS) version 24.0. Based on the analysis, the Cronbach Alpha value of the instrument is 0.80 and shows that the reliability of the instrument is at a high level. The result of the study found that application of gamification concept using Kahoot! is well received in terms of attitude (M=2.88), motivation (M=2.89) and students' perception (M=2.92). This indicates that the gamification implementation concepts using the Kahoot platform! as a teaching aid is well accepted by the vocational college students.
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Articles on Kahoot! and student anxiety without statistical analysis reported findings such as lower fear of asking questions and positive ratings of courage and low stress.
“The articles on Kahoot and student anxiety that did not include any statistical analysis include findings such as 56% of students following traditional teaching were afraid to ask questions in class compared to 37% for those who played Kahoot! in class (Budiati, 2017); students rated the statements”
From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as M.Ismail et al., 2018
Section 3.1 reports a rating for the statement that gamification makes learning less stressful. The cited paper does not report reduced fear of asking questions or positive ratings of courage. Moreover, sections 2.2 and 3 explicitly describe descriptive statistical analysis, so it is inaccurate to characterize this paper as having no statistical analysis. The 56% and 37% figures are attributed to Budiati, not this source. (LLM, conf=0.86)
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Cites
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Sorted by citations
The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883 · see citing works
- Authors
- Ismail, M. E., Sa’adan, N., Samsudin, M. A., Hamzah, N., Razali, N., & Mahazir, I. I.
- Affiliations
- Tun Hussein Onn University of Malaysia (MY)
- Universiti Teknologi MARA (MY)
- Universiti Sains Malaysia (MY)
- Venue
- Journal of Physics: Conference Series
- Publisher
- IOP Publishing
- Published
- 2018-12
- Volume
- 1140
- Pages
- 012013
- ISSN
- 1742-6588 (ISSN-L)
- 1742-6596
- OpenAlex
- W2905686725
- Cited by
- 25
- References
- 4
- Citations by year
- 2026: 1 · 2024: 2 · 2023: 12 · 2022: 4 · 2021: 4 · 2020: 2
- FWCI
- 4.90
- Type
- conference paper
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Journal of Physics Conference Series (publishedVersion, cc-by)
- Funders
- Universiti Tun Hussein Onn Malaysia
- Universiti Teknologi MARA
- Universitas Negeri Yogyakarta
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Physical Sciences › Computer Science › Information Systems › Educational Technology and E-Learning
- Keywords
- gamification, Kahoot, vocational education and training, student attitudes, student motivation, student perceptions, higher-order thinking skills, 21st century learning, teaching aids
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