Cited by 92Educational Games and GamificationInnovative Teaching MethodsOnline Learning and Analytics

Using Kahoot to Inspire

Bawa, Papia·2019·Journal of Educational Technology Systems

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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Crossref · 10.1177/0047239518804173

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48 of 48 references verified0 citation errors · 0 not checkable

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Authors
Bawa, P.
Affiliations
Purdue University West Lafayette (US)
Corresponding author
Bawa, Papia
Venue
Journal of Educational Technology Systems
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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