Cited by 521Educational Games and GamificationInnovative Teaching MethodsTechnology-Enhanced Education Studies

Students’ perception of Kahoot!’s influence on teaching and learning

Open access
Licorish, Sherlock A., Owen, Helen E., Daniel, Ben, George, Jade Li·2018·Research and Practice in Technology Enhanced Learning

Abstract

Technology is being increasingly integrated into teaching environments in view of enhancing students’ engagement and motivation. In particular, game-based student response systems have been found to foster students’ engagement, enhance classroom dynamics and improve overall students’ learning experience. This article presents outcomes of research that examined students’ experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand. We conducted semi-structured interviews with students to learn about the extent to which Kahoot! influence classroom dynamics, motivation and students’ learning process. Key findings revealed that Kahoot! enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience. Our findings also suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms. Other factors that contributed to students’ enhanced learning included the creation and integration of appropriate content in Kahoot!, providing students with timely feedback, and game-play (gamification) strategies.

AI snapshot

Written from the paper’s full text.

TL;DR

This qualitative case study examined university students’ perceptions of Kahoot! in a third-year Information Systems Strategy and Governance course, finding that students reported positive effects on classroom dynamics, engagement, motivation, and learning. Kahoot! was seen as especially useful for attention, interaction, revision, and post-game discussion, though fun could sometimes distract from learning.

Key findings

  • All 14 participants reported that Kahoot! positively impacted engagement, and 13 of 14 said it increased their interaction and involvement in lectures.
  • All 14 described Kahoot! as having a positive influence on their learning experience; 9 of 14 called it a useful learning tool, and 12 of 14 saw it as a useful revision tool.
  • Kahoot! supported attention and focus: 9 of 14 highlighted having a break during lectures, while 10 of 14 described staying focused in a 2-hour lecture as challenging.
  • Fun and enjoyment was identified in 12 of 14 participants; 11 participants indicated that discussion generated by Kahoot! was often where the most valuable learning took place.

Methods

  • Qualitative explorative case study using semi-structured interviews with 14 students (10 male, 4 female) from 48 students enrolled in a third-year Information Systems Strategy and Governance course at a New Zealand research-intensive university.
  • Kahoot! was used in four ways across seven of 13 lectures, averaging about 30 minutes; students played seven staff-created Kahoot!s and nine student-created Kahoot!s.
  • Interviews lasted 15–20 minutes and were transcribed verbatim, then analysed using inductive content analysis with open, axial, and selective coding to identify themes related to classroom dynamics, engagement, motivation, and learning.

Limitations

  • The paper states the sample is relatively small, so outcomes may not generalise to all lecture environments, though the authors believe theoretical saturation supports generalisation to third-year Information Science students.
  • The paper states students’ perceptions may be influenced by their background, and that Kahoot! use in four ways across seven lectures plus nine student-created Kahoot!s may not represent all possible scenarios.
  • The paper states the qualitative design limits generalisability beyond the lessons learned; the text also makes evident that the study did not quantitatively examine learning differences, as the authors note they “were not able to quantitatively examine such differences with the data collected.”

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1186/s41039-018-0078-8

Cites

69 of 69 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

1 of 51 cited sources checked · 0 supported · 0 flagged · accuracy not yet measured

  • Findingown data

    All 14 participants reported that Kahoot! positively impacted engagement in the class.

    “All 14 participants reported that Kahoot!positively impacted engagement in the class, and 13 of the 14 participants said that Kahoot!increased their interaction and involvement in the lectures.”
    Quote in the paperSubstantial claim
  • Findingown data

    The deployment of Kahoot! motivated students to closely examine lecture material in order to prepare for the Kahoot! and answer questions correctly.

    “The deployment of Kahoot! also motivated students to closely examine lecture material in order to prepare for the Kahoot! and answer questions correctly.”
    Quote in the paperSubstantial claim
  • Findingown data

    The theme of fun and enjoyment was identified in the responses of 12 of the 14 participants.

    “Moreover, the theme of fun and enjoyment was identified in the responses of 12 of the 14 participants.”
    Quote in the paperNot a substantial claim
  • Findingown data

    9/14 participants highlighted the importance of having a break during lectures in order to balance and sustain a desirable level of attention during lectures.

    “Our analysis revealed that 9/14 participants highlighted the importance of having a break during lectures in order to balance and sustain a desirable level of attention during lectures.”
    Quote in the paperNot a substantial claim
  • Findingown data

    Kahoot! gave students more opportunities to interact and engage with the lecturer, peers and lecture content by providing a fun platform on which to engage.

    “Our analysis suggest that Kahoot!gave students more opportunities to interact and engage with the lecturer, peers and lecture content by providing a fun platform on which to engage.”
    Quote in the paperSubstantial claim
  • May combine two claims. 65
  • Classified as probably not a substantial claim. 28
  • May combine two claims.

    Interpretationown data

    The study's findings support previously documented positive effects of GSRS use on learning and are consistent with Novak's (1998) model of meaningful learning.

    “This supports previously documented positive effects of GSRS use on learning (Ismail and Mohammad 2017;Méndez and Slisko 2013;Plump and LaRosa 2017) and is consistent with Novak's (1998) model of meaningful learning.”
    Quote in the paperNot a substantial claim1 of 3 sources checked
    • cites Ismail and Mohammad 2017 source

      The Introduction reports positive effects of game-based learning, and the “Facilitate learning” section says students perceived Kahoot as helping them retain knowledge and correct misunderstandings. This supports a positive view of Kahoot as a game-based response tool, but the study measured perceptions rather than demonstrating an effect on learning outcomes. The Novak-model clause is not attributed to this source. (LLM, conf=0.84)

      Experimental — accuracy not yet measured
    • cites Méndez and Slisko 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Plump and LaRosa 2017 source
  • May combine two claims.

    Findingown data

    Ten of the 14 respondents described staying focused in a 2-h lecture as challenging, with some describing the experience as tedious or boring.

    “Ten of the 14 respondents described staying focused in a 2-h lecture as challenging, with some describing the experience as tedious or boring.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The use of Kahoot! created richer variation in lecture delivery, enabling a moment of fun while continuing to engage with lecture content.

    “In addition to facilitating breaks during lecture, the use of Kahoot! also created richer variation in lecture delivery, enabling a moment of fun while continuing to engage with lecture content, only in a more light hearted way.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Participants referred to Kahoot! as a unique lecture experience that is enjoyable and stimulating to learning.

    “Participants referred to Kahoot! as a unique lecture experience that is enjoyable and stimulating to learning.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Other factors that contributed to students' enhanced learning included the creation and integration of appropriate content in Kahoot!, providing students with timely feedback, and game-play (gamification) strategies.

    “Other factors that contributed to students' enhanced learning included the creation and integration of appropriate content in Kahoot!, providing students with timely feedback, and game-play (gamification) strategies.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Fun and enjoyment was an unexpected theme and explains the feeling of leisure and enjoyable distraction experienced by students.

    “Fun and enjoyment was an unexpected theme and explains the feeling of leisure and enjoyable distraction that was experienced by students.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Kahoot! enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience.

    “Key findings revealed that Kahoot!enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Kahoot! also motivated competition in the classroom, where students were driven to see their names at the top of the leader board, and thus were more attentive during lectures and related discussions.

    “Kahoot! also motivated competition in the classroom, where students were driven to see their names at the top of the leader board, and thus, were more attentive during lectures and related discussions.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students felt that Kahoot! captured their focus or attention and interest during the course but was also timely for allowing breaks.

    “Students felt that Kahoot!captured their focus (or attention) and interest during the course but was also timely for allowing breaks.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Participants commonly felt the best use of the tool was to review lecture content and key topics, with Kahoot!-related course content favoured over those unrelated to the course.

    “Participants commonly felt the best use of the tool was to review lecture content and key topics, with Kahoot!-related course content favoured over those unrelated to the course.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Respondents appreciated that Kahoot! was a quick and simple way to refresh their memory and continue to engage with the material.

    “Regarding knowledge retention, respondents appreciated that it was a quick and simple way to refresh their memory and continue to engage with the material.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Participants felt strongly that Kahoot! could be used for revision, with 12 participants seeing Kahoot! as a useful revision tool.

    “Participants felt strongly that Kahoot! could be used for revision, with 12 participants seeing Kahoot! as a useful revision tool.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Participants reported that when engaging with Kahoot!, they interacted more with peers around them and with the lecturer during and after lectures than they normally would in any other lecture.

    “Participants reported that when engaging with Kahoot!, they interacted more with peers around them and with the lecturer during and after lectures than they normally would in any other lecture.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Findings suggested that the employment of Kahoot! led to excessive competition among students and to some extent invoked negative feelings.

    “Findings also suggested that the employment of Kahoot! led to excessive competition among students and to some extent, invoked negative feelings.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students enjoyed Kahoot!s that were relevant to the course, explored complex concepts and offered insight into applications of theory.

    “In particular, students enjoyed Kahoot!s that were relevant to the course, explored complex concepts and offered insight into applications of theory.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Specific benefits to post-Kahoot! discussions provided perspective, highlighted diverse opinions and allowed students a chance to evaluate their knowledge in comparison to other classmates.

    “Specific benefits to post-Kahoot!discussions provided perspective, highlighted diverse opinions and allowed students a chance to evaluate their knowledge in comparison to other classmates.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Kahoot! and the following discussion gave students feedback to immediately correct their own mistakes, knowing if they got an answer right or wrong, and more importantly, why.

    “Kahoot! and the following discussion also gave students feedback to immediately correct their own mistakes, knowing if they got an answer right or wrong, and more importantly, why.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Key benefits that participants discussed were how Kahoot!s aided revision, generated discussion and helped them to retain knowledge.

    “Key benefits that participants discussed were how Kahoot!s aided revision, generated discussion and helped them to retain knowledge.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Kahoot! fostered wider and active student participation, and yet provided students with the opportunity to retain their most desirable personal choice of participation.

    “Kahoot!fostered wider and active student participation, and yet provided students with the opportunity to retain their most desirable personal choice of participation.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data

    Kahoot! offered a brief and concise understanding of the basic concepts in the course, which was then reinforced and enriched by a class discussion that encouraged more in-depth thinking.

    “Kahoot! also offered a brief and concise understanding of the basic concepts in the course, which was then reinforced and enriched by a class discussion that encouraged more in-depth thinking.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The competitive element seems to have been an icebreaker for many students, encouraging them to interact with their peers.

    “It also seems to have been an icebreaker for many students, encouraging them to interact with their peers.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The findings show that in view of exploring answers to questions and understanding why they were right or wrong, students generated a deeper understanding that strongly aided their engagement and ability to remember.

    “In fact, our findings show that in view of exploring answers to questions and understanding why they were right or wrong, students generated a deeper understanding that strongly aided their engagement and ability to remember.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    A few students felt that Kahoot! added to their knowledge, as when new information was introduced they were more likely to remember it through a Kahoot!.

    “A few students also felt that Kahoot!added to their knowledge, as when new information was introduced they were more likely to remember it through a Kahoot!.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The authors observed that students' drive to perform well in Kahoot! and the use of inappropriate names could invoke negative feelings towards the tool and increase distraction.

    “However, we observed that students drive to perform well in Kahoot! and the use of inappropriate names could invoke negative feelings towards the tool and increase distraction.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Only one participant specifically mentioned that they enjoyed fun 'off-topic' Kahoot!s, with most participants feeling such Kahoot!s were irrelevant and an inefficient use of class time.

    “Only one participant specifically mentioned that they enjoyed fun 'off-topic' Kahoot!s, with most participants feeling such Kahoot!s were irrelevant and an inefficient use of class time.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingnone given

    Third year university students are eager to focus on subject-relevant content, and so find little value in content delivered that is off topic.

    “However, third year university students are eager to focus on subject-relevant content, and so, find little value in content delivered that is off topic.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Many respondents liked the competitive aspect of Kahoot!s, seeing it as a motivating factor to participate, encouraging them to think critically, increasing their participating energy levels and creating a lively classroom dynamic.

    “Many respondents liked the competitive aspect of Kahoot!s, seeing it as a motivating factor to participate, encouraging them to think critically, increasing their participating energy levels and creating a lively classroom dynamic.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Two participants reported a mixed response, and one of the two participants felt the aspect of fun had a negative impact.

    “That said, two (2) participants reported a mixed response, and one (1) of the two participants felt the aspect of fun had a negative impact.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The outcomes show that Kahoot! motivated students to be engaged, and encouraged interaction in the classroom, both student-student and student-lecturer.

    “Our outcomes show that Kahoot!motivated students to be engaged, and encourage interaction in the classroom (both student-student and student-lecturer).”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing). May combine two claims.

    Findingown data

    Kahoot!s involving guessing were purely for the sake of having fun and did not contribute to their learning.

    “They also felt that Kahoot!s involving guessing were purely for the sake of having fun and did not contribute to their learning.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Participants stated that engaging with Kahoot! during lectures helped them not only to remember previously covered material but to understand new perspectives.

    “They stated that engaging with Kahoot! during lectures helped them not only to remember previously covered material but to understand new perspectives.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    Nine participants discussed the competitive element of Kahoot! in relation to their interaction and engagement.

    “Nine participants discussed the competitive element of Kahoot! in relation to their interaction and engagement.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Kahoot! helped in creating a learning experience that was described as fun, which contributed to useful classroom engagement dynamics.

    “It also helped in creating a learning experience that was described as”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Participants said they enjoyed the game, they liked the use of it in class and they enjoyed the course because of the Kahoot!.

    “Participants said they enjoyed the game, they liked the use of it in class and they enjoyed the course because of the Kahoot!.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    Kahoot! increases learning and the desire to remember lecture content during revision, and increases knowledge retention over the course of the lecture.

    “Kahoot!not only increases learning and the desire to remember lecture content during revision, but increases knowledge retention over the course of the lecture”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingcitation

    Kahoot! offered students the opportunity to focus on specific relevant content when a large amount of materials were delivered in lectures, consistent with Wang's (2015) findings.

    “In addition, Kahoot! offered students the opportunity to focus on specific relevant content, when a large amount of materials were delivered in lectures, which, again, is consistent with Wang's (2015) findings.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang's (2015) source
  • May combine two claims.

    Findingcitation

    Students noted that Kahoot! improved classroom dynamics, engagement, motivation and learning beyond what would be expected from traditional teaching methods, consistent with Papastergiou's (2009) findings.

    “In fact, consistent with Papastergiou's (2009) findings, students noted that Kahoot!improved classroom dynamics, engagement, motivation and learning beyond what would be expected from traditional teaching methods (e.g.normal PowerPoint slides and chalk and talk).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Papastergiou's (2009) source
  • May combine two claims.

    Findingown data

    Kahoot! helped create a learning experience described as "fun", which contributed to useful classroom engagement dynamics.

    “It also helped in creating a learning experience that was described as "fun", which contributed to useful classroom engagement dynamics.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The outcomes show that Kahoot! motivated students to be engaged and encouraged interaction in the classroom.

    “Our outcomes show that Kahoot!motivated students to be engaged and encourage interaction in the classroom.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students felt that Kahoot! captured their focus and interest during the course, but was also timely for allowing breaks.

    “Students felt that Kahoot!captured their focus and interest during the course, but was also timely for allowing breaks.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    The Likert scales were also not always consistent with students' open-ended comments.

    “Interestingly, the Likert scales were also not always consistent with students' open-ended comments (Wang 2015).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Wang 2015 source
  • Classified as probably not a substantial claim.

    Study design and conductcitation

    The analysis adopted an inductive bottom-up approach to content analysis to test whether clear themes relating to classroom dynamics, engagement, motivation and learning appeared in the data.

    “We adopted an inductive (bottom-up) approach to content analysis to test whether clear themes relating to classroom dynamics, engagement, motivation and learning appeared in the data (Patton 1990).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Patton 1990
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Socrative improved classroom dynamics and knowledge awareness, but students disagreed that Socrative enhanced their ability, concept understanding and test practice procedures.

    “Another study reported that Socrative, a similarly designed GSRS to Kahoot!, improved classroom dynamics and knowledge awareness, but students disagreed that Socratives enhanced their ability, concept understanding and test practice procedures (Méndez and Slisko 2013).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Méndez and Slisko 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Premisecitation

    Educational games and game-based student response systems (GSRS) both increase student motivation and engagement, especially in circumstances where conventional lecture style or 'chalk and talk' teaching are resented by students and induce boredom.

    “Educational games and game-based student response systems (GSRS; gamification techniques integrated into student response systems) both increase student motivation and engagement (e.g.Barrio et al. 2016;Wang and Lieberoth 2016), especially in circumstances where conventional lecture style or "chalk and talk" teaching are resented by students and induce boredom (Cheong et al. 2013;Graham 2015;Roe”
    Quote in the paperSubstantial claim0 of 3 sources checked
    • cites Barrio et al. 2016 source
    • cites Wang and Lieberoth 2016
    • cites Cheong et al. 2013
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Papastergiou (2009) found that games improved students' knowledge of computer memory systems to a greater extent than other computer-mediated learning tools, namely, educational websites.

    “Papastergiou (2009) found that games improved students' knowledge of computer memory systems to a greater extent than other computer-mediated learning tools, namely, educational websites.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Papastergiou (2009) source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductown data

    There is disparity in the number of observations for males and females, so the statistics are not used strictly to examine statistical significance between these two groups.

    “Of note, however, is that there is disparity in the number of observations for males and females (refer to Table 1), so these statistics are not used strictly to examine statistical significance between these two groups.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    GSRSs enhance students' attention, motivation, engagement and enjoyment beyond traditional methods.

    “GSRSs enhance students' attention, motivation, engagement and enjoyment beyond traditional methods (Barrio et al. 2016;Wang and Lieberoth 2016).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Barrio et al. 2016 source
    • cites Wang and Lieberoth 2016
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Kahoot!, like other GSRSs, fosters motivation and engagement and improves classroom dynamics as the system provides students with real-time feedback of their performance, and to some extent adapt teaching activities based on students' responses to quizzes.

    “Kahoot!, like other GSRSs, fosters motivation and engagement (Barrio et al. 2016;Wang and Lieberoth 2016) and improves classroom dynamics as the system provides students with real-time feedback of their performance, and to some extent adapt teaching activities based on students' responses to quizzes (Plump and LaRosa 2017).”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Barrio et al. 2016 source
    • cites Wang and Lieberoth 2016
    • cites Plump and LaRosa 2017 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    The student points system was the strongest predictor of engagement as students reported an increase in their pulse.

    “The student points system was the strongest predictor of engagement as students' reported an increase in their pulse.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang and Lieberoth (2016)
  • May combine two claims.

    Interpretationreasoning

    The use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms.

    “Our findings also suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    Students' responses to the interviews were transcribed verbatim by the fourth author.

    “Students' responses to the interviews were transcribed by the fourth author, i.e. verbatim.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Games can enhance positive classroom dynamics and improve students' interactions with their peers and lecturers.

    “Games can enhance positive classroom dynamics (Rosas et al. 2003) and improve students' interactions with their peers and lecturers.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Rosas et al. 2003 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Wang and Lieberoth (2016) found that the full Kahoot! experience, rather than any single component, accounted for students' increased concentration and enjoyment.

    “In fact, Wang and Lieberoth (2016) dissected Kahoot! to explore which gamification elements positively impact students' experiences finding that the full Kahoot!experience, rather than any single component, accounted for students' increased concentration and enjoyment.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang and Lieberoth (2016)
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The presence of audio increased student motivation and classroom dynamics, above and beyond that of the points system.

    “However, overall, the presence of audio increased student motivation and classroom dynamics, above and beyond that of the points system.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wang and Lieberoth (2016)
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    GSRSs improve overall class attendance, but at an individual level, they also motivate students who may not normally participate in class discussion.

    “Similar to earlier interventions involving SRSs, GSRSs improve overall class attendance (Cardwell 2007;Kay and LeSage 2009), but at an individual level, they also motivate students who may not normally participate in class discussion (Wang 2015).”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Cardwell 2007 source
    • cites Kay and LeSage 2009 source
    • cites Wang 2015 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    The interview transcripts were verified by the first author.

    “These transcripts were then verified by the first author.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    This in turn motivated students to engage with the lecturer, peers and lecture content.

    “This in turn motivated students to engage with the lecturer, peers and lecture content.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationown data

    Striking a balance between fun and learning is vital to effectively using Kahoot! as a valuable tool in the classroom.

    “Throughout the data, it is evident that striking a balance between fun and learning is vital to effectively using Kahoot! as a valuable tool in the classroom.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    While the game is likely to provide an atmosphere that would lead to potentially more relaxed and attentive students, similar learning may also result in the absence of Kahoot! if the instructor thrust is towards this cause.

    “While the game is likely to provide an atmosphere that would lead to potentially more relaxed and attentive students, similar learning may also result in the absence of Kahoot! if the instructor thrust is towards this cause.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationown data

    Consistent with the Experiential Gaming Model, the findings emphasise the importance of GSRSs, like games, for generation and testing of ideas during problem-solving, monitoring one's knowledge through feedback and discussion, and encoding and storing this knowledge for future use.

    “Consistent with Experiential Gaming Model (Kiili 2005), these findings further emphasise the importance of GSRSs, like games, for generation and testing of ideas during problem-solving, monitoring one's knowledge through feedback and discussion, and encoding and storing this knowledge for future use (e.g.Ke 2009;Papastergiou 2009).”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Kiili 2005 source
    • cites Ke 2009;Papastergiou 2009

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationcitation

    The findings substantiate previous research in supporting the use of Kahoot! in fostering understanding of classroom dynamics, enhanced lecturer-student engagement, and more constructive discussions with peers.

    “The findings substantiate previous research in supporting the use of Kahoot! in fostering our understanding of classroom dynamics, enhanced lecturer-student engagement, and more constructive discussions with peers (Plump and LaRosa 2017;Wang 2015).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Plump and LaRosa 2017;Wang 2015

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationreasoning

    Beyond increased engagement and a shift in classroom dynamics, the drive to perform and ultimately increase learning are positive effects of Kahoot! use during lectures.

    “Thus, beyond increased engagement and a shift in classroom dynamics, the drive to perform, and ultimately increase learning are positive effects of Kahoot! use during lectures.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Higher education institutions, including institutions in New Zealand, have started deploying learning technologies such as GSRSs to present lecture content in a novel manner, to encourage students to participate in class anonymously and to provide them with more meaningful revision methods.

    “Therefore, higher education institutions (including institutions in New Zealand) have started deploying learning technologies, such as GSRSs, to present lecture content in a novel manner, to encourage students to participate in class anonymously and to provide them with more meaningful revision methods (Licorish et al. 2017).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Licorish et al. 2017

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Learning and instructional science research has established that gaining students' attention and keeping them engaged in class is central to stimulating their learning, and low levels of attention span is linked to poor performance.

    “Learning and instructional science research has established that gaining students' attention and keeping them engaged in class is central to stimulating their learning, and low levels of attention span is linked to poor performance (Gagné 1985;Gagné and Driscoll 1988).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gagné 1985;Gagné and Driscoll 1988

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Motivation and engagement strongly influence learning and may be critical to academic success.

    “In addition, when students do not participate openly, this could be problematic given that motivation and engagement strongly influence learning and may be critical to academic success (Martin 2008;Pintrich and Schrauben 1992).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Martin 2008;Pintrich and Schrauben 1992

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Study design and conductnone given

    Students' perceptions around the use of Kahoot! may be influenced by their background, which should be considered when interpreting findings.

    “Second, the students' perceptions around the use of Kahoot! may be influenced by their background, and thus, this is to be considered when interpreting our findings.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationnone given

    The results of the present study provide guidelines as to when and for how long Kahoot! can be a useful learning tool.

    “From an applied perspective, and particularly towards improving lecture practice, the results of the present study also provide guidelines as to when and for how long Kahoot!can be a useful learning tool.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductreasoning

    Such use of Kahoot! may not represent all possible scenarios, so students' perception may vary given other experiences with the tool.

    “Such use of Kahoot! may not represent all possible scenarios, and thus, students' perception may vary given other experiences with the tool.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Study design and conductcitation

    The findings of this study reflect high transferability and auditability, as lessons learned can be useful in similar GSRSs contexts and can be successfully implemented into university lectures in the future.

    “The findings of this study also reflect high transferability and auditability (Daniel 2018), as the lessons learned from this work can be useful in similar GSRSs contexts (e.g.Socrative, Quizlet and Buzz!) and can be successfully implemented into university lectures in the future.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Daniel 2018 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    As student assessment approaches, Kahoot! may play more of a supporting role in the revision process as students may focus more on studying lecture content than interacting with other students and the lecturer.

    “However, as student assessment approaches, Kahoot! may play more of a supporting role in the revision process as students may focus more on studying lecture content than interacting with other students and the lecturer.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationown data

    The use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond conventional classrooms.

    “Our findings suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationcitation

    The themes identified support previous studies that found a positive effect of GSRSs on classroom dynamics, motivation, social interaction, attention, willingness to prepare for class, and learning.

    “The themes identified support the previous studies that have found a positive effect of GSRSs on, for instance, classroom dynamics, motivation, social interaction, attention, (Méndez and Slisko 2013), willingness to prepare for class and learning (Plump and LaRosa 2017;Wang 2015;Wang and Lieberoth 2016).”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Méndez and Slisko 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Plump and LaRosa 2017 source
    • cites Wang 2015 source
  • May combine two claims.

    Interpretationreasoning

    While the evidence is positive for informing pedagogy and identifying suitable contexts for games and gamification, challenges are still likely to remain in terms of time needed to learn and setup technologies, creating appropriate content, and providing students with useful and timely feedback.

    “While our evidence here is positive for informing pedagogy, and particularly in terms of identifying the suitable contexts for which the use of games and gamification are beneficial, challenges are still likely to remain in terms of the time needed to learn and setup these technologies, creating appropriate content, and providing students with useful and timely feedback.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductcitation

    This study attempted to show rigour by employing a systematic procedure for data coding and thematic extraction that researchers can follow in the future.

    “In terms of our methodological contributions in this work, this study attempted to show rigour by employing a systematic procedure for data coding and thematic extraction that researchers can follow in the future (Cope 2014).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Cope 2014 source
  • Classified as probably not a substantial claim.

    Study design and conductown data

    The authors were not able to quantitatively examine differences between Kahoot! and traditional teaching methods with the data collected.

    “However, we were not able to quantitatively examine such differences with the data collected; we hope to do so in future work.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductnone given

    The authors carefully considered how Kahoot! was used to stimulate classroom dynamics, engagement, motivation, and learning, and believe their approach was exhaustive.

    “That said, we have carefully considered how Kahoot! was used with a view of stimulating classroom dynamics, students' engagement and motivation, and ultimately, their learning, and so we believe our approach to the use of this tool was exhaustive.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    This confirmation suggests that Kahoot!, and the use of games and gamification in general, have a positive influence on classroom dynamics, students' engagement and motivation, and ultimately, their learning.

    “This confirmation suggests that Kahoot!, and the use of games and gamification in general, have a positive influence on classroom dynamics, students' engagement and motivation, and ultimately, their learning.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Study design and conductreasoning

    The study's sample is relatively small, so its outcomes may not generalise to all lecture environments.

    “Firstly, our sample is relatively small, and thus, our outcomes may not generalise to all lecture environments.”
    Quote in the paperSubstantial claim
78 of 78
  • The paper relies on this without support.

    Likert-driven quantitative measures often provide insights into a phenomenon (what students think) rather than the depth (how students experience the phenomenon).

    “In addition, Likert-driven quantitative measures often provide insights into a phenomenon (what students think) rather than the depth (how students experience the phenomenon).”
  • The paper relies on this without support.

    Kahoot! is rarely researched in the university setting.

    “The fact that Kahoot! is rarely researched in the university setting is also noteworthy, as at this level students are often more likely to be vocal in their learning experience.”
  • The paper relies on this without support.

    University students are often more likely to be vocal in their learning experience.

    “The fact that Kahoot! is rarely researched in the university setting is also noteworthy, as at this level students are often more likely to be vocal in their learning experience.”
  • The paper relies on this without support.

    The effectiveness of GSRSs depends on whether students perceive the games as appealing, accessible, useful and of high quality.

    “In addition to enriching learning, the effectiveness of GSRSs depends on whether students perceive the games as appealing, accessible, useful and of high quality.”
  • The paper relies on this without support.

    There was a conflict in previous research as to whether GSRSs, namely Kahoot!, improved student learning and retention.

    “However, there remained a conflict in previous research as to whether GSRSs, namely Kahoot!, improved student learning and retention.”
  • The paper relies on this without support.

    Students' self-reported experiences in interviews accurately reflect Kahoot!'s influence on classroom dynamics, engagement, motivation and learning.

    “The questions were focused on understanding students' experiences using Kahoot! and the tool's influence on classroom dynamics, their engagement, motivation and learning.”
  • The paper relies on this without support.

    Kahoot! use, rather than other aspects of the course or novelty, caused the reported changes in attention, engagement, motivation and learning.

    “Our aim was to examine the extent to which Kahoot! influenced classroom dynamics, students' engagement, motivation and learning (in answering RQ1-RQ4).”
  • The paper relies on this without support.

    Positive reports about Kahoot! were largely derived through quantitative means and rarely focus on university students.

    “Notwithstanding the positive reports about Kahoot!, these outcomes were largely derived through quantitative means and rarely focus on university students.”
  • The paper relies on this without support.

    Kahoot! fosters motivation and engagement through gamification, where teachers can provide real-time feedback and adapt teaching activities based on students' responses to quizzes.

    “One such GSRS, Kahoot!, fosters motivation and engagement through gamification, where teachers are able to provide real-time feedback to students, and to some extent adapt teaching activities based on students' responses to quizzes.”
  • The paper relies on this without support.

    Students are afforded anonymity when playing Kahoot!, which reduces the risk of their privacy being compromised.

    “Students are also afforded anonymity when playing Kahoot!, which reduces the risk of their privacy being compromised.”
  • The paper relies on this without support.

    Kahoot! incorporates social media, enabling students to create, share and exchange content with others in the class, and hence fosters a sense of community.

    “Furthermore, because Kahoot! incorporates social media, it enables students to create, share and exchange content with others in the class, and hence fosters a sense of community.”
11 of 11

Cites

Flagged first, then by citations

7 of the 76 references couldn’t be matched to a known paper.

Research works printed but not linked: 4

  1. Bradford-Networks (2013). The impact of BYOD in education. Cambridge, MA: Bradford Networks. Retrieved from http://www.bradfordnetworks.com/resources/whitepapers/the-impact-of-byod-in-education/ .
  2. Licorish, SA, George, JL, Owen, HE, Daniel, B (2017). “Go Kahoot!” enriching classroom engagement, motivation and learning experience with games. In Proceedings of the 25th International Conference on Computers in Education, (ICCE 2017) (pp. 755–764). Christchurch, New Zealand: Asia-Pacific Society for Computers in Education.
  3. Méndez, D, & Slisko, J. (2013). Software Socrative and smartphones as tools for implementation of basic processes of active physics learning in classroom: an initial feasibility study with prospective teachers. European Journal of Physics Education, 4(2), 17–24.
  4. Phenomenological exploration of experiences for gifted and talented adolescents. (Unpublished Doctoral dissertation). University of Canterbury, Christchurch, New Zealand. Retrived June 5, 2018 from http://hdl.handle.net/10092/9057 .

Cited by

Sorted by citations

Authors
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L.
Affiliations
University of Otago (NZ)
Corresponding author
Licorish, Sherlock A.
Venue
Research and Practice in Technology Enhanced Learning
Published
2018-07-21
Volume
13
Issue
1
ISSN
  • 1793-2068 (ISSN-L)
  • 1793-7078
OpenAlex
W2884134486
Cited by
521
References
76
Citations by year
2026: 23 · 2025: 49 · 2024: 80 · 2023: 99 · 2022: 95 · 2021: 115 · 2020: 38 · 2019: 21 · 2018: 1
FWCI
84.10
Type
journal article
Language
en
Open access
Locations
  • Research and Practice in Technology Enhanced Learning (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
University of Otago (UTDG for 2017)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methods
  • Social Sciences › Education › Technology-Enhanced Education Studies
Keywords
Kahoot, game-based learning, gamification, clickers, student engagement, student motivation, classroom dynamics, learning experience, information systems education, student perceptions, feedback

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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-13.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-13.

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