Cited by 274Educational Games and GamificationTechnology-Enhanced Education StudiesInnovative Teaching Methods

The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system

Chaiyo, Yanawut, Nokham, Ranchana·2017·2017 International Conference on Digital Arts, Media and Technology (ICDAMT)

Abstract

Kahoot, Quizizz, and Google Forms are 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. This paper shows the results from investigating the effect of using Kahoot, Quizizz, and Google Forms in classroom on how the students' perception of concentration, engagement, enjoyment, perceived learning, motivation, and satisfaction. The results show that students learned something from doing the quiz via Kahoot, Quizizz and Google Forms. But, there are significant differences in the concentration, engagement, enjoyment, motivation, and satisfaction. Kahoot and Quizizz has presented a lot of positives over Google forms when used in the classroom.

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Crossref · 10.1109/icdamt.2017.7904957

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  • The stage of the game where correct answers are hidden until all students have given their answers creates a suspension that can increase enjoyment, motivation, and concentration.

    “This stage of the game creates a suspension that can increase enjoyment, motivation, and concentration”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Chaiyo & Nokham, 2017

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References 9 · Cited by 274

Authors
Chaiyo, Y., & Nokham, R.
Affiliations
Chiangrai College (TH)
Venue
2017 International Conference on Digital Arts, Media and Technology (ICDAMT)
Publisher
IEEE
Published
2017
Pages
178-182
OpenAlex
W2608960955
Cited by
274
References
9
Citations by year
2026: 8 · 2025: 16 · 2024: 24 · 2023: 49 · 2022: 55 · 2021: 57 · 2020: 34 · 2019: 17 · 2018: 11 · 2017: 3
FWCI
56.14
Type
conference paper
Language
en
Open access
closed
Locations
Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT & NCON) (publishedVersion)
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, Quizizz, Google Forms, clickers, student perceptions, student engagement, student motivation, student satisfaction, concentration, enjoyment, gamified quizzes, educational technology

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