Cited by 95Educational Games and GamificationEducational Technology and E-LearningTechnology-Enhanced Education Studies

Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis

Open access
Özdemir, Osman·2025·Journal of Computer Assisted Learning

Abstract

Abstract Background In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital‐based learning environments. Technological game‐based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are used significantly by teachers and students in educational environments worldwide. Objectives This article aims to examine the effects of Kahoot, a digital learning platform, on education through meta‐analysis. This meta‐analysis provides a holistic understanding of the potential impact of Kahoot on education by synthesizing the results of various experimental studies. This study evaluates the influence of Kahoot on key educational variables, such as academic achievement, retention, motivation, anxiety and attitude, which are essential for enhancing teaching methods and optimizing learning environments. Methods The study conducted a meta‐analysis following the guidelines outlined in the Preferred Reporting Items for Systematic Reviews and Meta‐Analysis (PRISMA). A total of 43 studies that met the specified criteria were included in the sample, providing a comprehensive overview of the impact of Kahoot across different contexts. The sample was n = 1706 for the experimental group and n = 1647 for the control group. Results and Conclusion The findings from the meta‐analysis indicate that Kahoot has a significant moderate positive effect on academic achievement, with an average effect size of 0.772 (95%CI: 0.540–1.004). The analysis also shows a very large positive effect on retention, with an average effect size of 1.492, suggesting that students using Kahoot tend to have significantly higher retention compared with those who do not. For motivation, Kahoot demonstrates a large positive effect, with an average effect size of 0.960, indicating that students using Kahoot tend to be more motivated. The impact on anxiety is less clear, with a small negative effect size of −0.338, suggesting a moderate reduction in anxiety levels among students using Kahoot. Lastly, Kahoot appears to have a medium positive effect on students' attitudes towards learning, with an average effect size of 0.678. Takeaways These results underscore the potential of Kahoot as an effective educational tool. The results of this study provide valuable guiding information for educators and policy makers by helping to optimize teaching methods and learning environments through the effective use of digital tools, such as Kahoot. The findings suggest that Kahoot can increase academic achievement, retention, motivation and attitudes and potentially reduce anxiety, making it a promising digital tool for modern educational practice.

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Crossref · 10.1111/jcal.13084

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  • These tools may support low-stakes retrieval practice and long-term memory retention.

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  • Cites a retracted work: 10.7759/cureus.36796

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    The cited work was retracted on 2026-01-02 (notice 10.7759/cureus.r214), not before this paper was published (2024-10-22).

    Cited work 10.7759/cureus.36796 · retracted 2026-01-02 · notice 10.7759/cureus.r214 · this paper published 2024-10-22

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Authors
Özdemir, O.
Affiliations
Selçuk University (TR)
Corresponding author
Özdemir, Osman
Venue
Journal of Computer Assisted Learning
Publisher
Wiley
Published
2024-10-22
Volume
41
Issue
1
ISSN
  • 0266-4909 (ISSN-L)
  • 1365-2729
OpenAlex
W4403625794
Cited by
41
References
115
Citations by year
2026: 25 · 2025: 15 · 2024: 1
FWCI
32.41
Type
journal article
Language
en
Open access
Locations
Journal of Computer Assisted Learning (publishedVersion, cc-by-nc-nd)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Information Systems › Educational Technology and E-Learning
  • Social Sciences › Education › Technology-Enhanced Education Studies
Keywords
Kahoot, game-based learning, digital learning platforms, academic performance, knowledge retention, student motivation, test anxiety, learning attitude, educational technology, gamified learning, student engagement, classroom technology

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