Cited by 3Innovative Teaching MethodsEducational Games and GamificationOnline Learning and Analytics

Kahoot vs. Mentimeter for Active Learning in Computer and Engineering Education -- Who Won? Who's Next?

Open access
Duvignau, Romaric·2025·Proceedings of the 30th ACM Conference on Innovation and Technology in Computer Science Education V. 1

Abstract

Active learning (AL) is a well-established pedagogical technique that promotes active student participation in traditionally passive settings, such as lectures. Two widely used AL tools in higher education are Kahoot, a game-based platform more commonly associated with K-12 education, and Mentimeter, a tool designed to enhance audience engagement but not originally built for AL. Despite their popularity, these tools are often adopted by universities without thorough evaluation. Our study offers a comparative analysis of Kahoot and Mentimeter, based on several years of teaching experience and data from AL quizzes conducted in a large introductory computer networking course. We examine key features relevant to AL integration, such as tool functionalities, question transitions, presentation formats, and gamification elements. Empirical data from five years and eight course instances includes statistics such as student participation and performance, as well as student feedback. Our findings reveal important differences in tool design and student engagement, highlighting key areas for improvement in both tools to match the needs of our computer and engineering education. We further provide essential recommendations for better use of those AL tools within our computer courses.

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Registry

Crossref · 10.1145/3724363.3729086

Cites

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Research works printed but not linked: 3

  1. Rukiye Degirmenci. 2021. The use of Quizizz in language learning and teaching from the teachers' and students' perspectives: A literature review. Language Education and Technology, Vol. 1, 1 (2021), 1--11.
  2. Kyoko Johns. 2015. Engaging and assessing students with technology: a review of Kahoot! Delta Kappa Gamma Bulletin, Vol. 81, 4 (2015), 89.
  3. Fatemeh Ranjbaran, Abdullah Al-Abri, and Hadi Sobhanifar. 2023. Integration of mentimeter into the classroom: A scoping review. ISTES BOOKS (2023), 277--299.

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Authors
Duvignau, R.
Affiliations
Chalmers University of Technology (SE)
Corresponding author
Duvignau, Romaric
Venue
Proceedings of the 30th ACM Conference on Innovation and Technology in Computer Science Education V. 1
Publisher
ACM
Published
2025-06-13
Pages
214-220
OpenAlex
W4411374623
Cited by
3
References
29
Citations by year
2026: 2 · 2025: 1
FWCI
35.45
Type
conference paper
Language
en
Open access
Licence
cc-by-nc-sa
Locations
  • ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) (publishedVersion, cc-by-nc-sa)
  • Chalmers Research (Chalmers University of Technology) (submittedVersion)
Topics
  • Social Sciences › Education › Innovative Teaching Methods
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
Kahoot, Mentimeter, active learning, gamification, student engagement, computer networks education, engineering education, online quizzes, educational technology tools, student participation, student feedback

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