Using Kahoot to Inspire
Abstract
Today, there is growing interest in digital game-based learning due to the increase in the variety of educational and commercial games available. The literature indicates that digital educational games are effective at keeping learners engaged. This study examines the use of a digital educational game called Kahoot and supports the hypothesis that it can improve engagement and learning when immersed in traditional, lecture-based classrooms. The results of the mixed-methods study, using 96 undergraduates, suggest that learners’ performance and engagement are enhanced when using Kahoot versus traditional teaching methods. In addition, practitioner and future research implications are also discussed.
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Havenga, M., & Olivier, J. (2023) · NWU self-directed learning series · doi:10.4102/aosis.2023.bk409.0p · Cited by 1 · see citing works
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Mobile Games-Based Learning for Gamer Generations: A Systematic Review
Umamah, A. (2023) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/978-2-38476-040-4_13 · Cited by 1 · see citing works
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- Authors
- Bawa, P.
- Affiliations
- Purdue University West Lafayette (US)
- Corresponding author
- Bawa, Papia
- ORCID
- Bawa, Papia
- Venue
- Journal of Educational Technology Systems
- Publisher
- SAGE Publications
- Published
- 2018-10-25
- Volume
- 47
- Issue
- 3
- Pages
- 373-390
- ISSN
- 0047-2395 (ISSN-L)
- 1541-3810
- OpenAlex
- W2898087801
- Cited by
- 92
- References
- 49
- Citations by year
- 2026: 11 · 2025: 5 · 2024: 10 · 2023: 28 · 2022: 11 · 2021: 16 · 2020: 7 · 2019: 4
- FWCI
- 13.27
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Educational Technology Systems (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methods
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- Kahoot, digital game-based learning, game-based learning, student engagement, lecture method, student performance, undergraduate students, gamification
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