Students’ perception of Kahoot!’s influence on teaching and learning
Open accessAbstract
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.
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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.
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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
- Findingown data
Participants reported that Kahoot! facilitated breaks in positive ways.
“They reported that Kahoot!facilitated breaks in positive ways.”
Quote in the paperNot a substantial claim - Findingown data
All 14 participants seemed to agree that the use of Kahoot! triggered positive attention and focus in the classroom.
“All participants (14) seem to agree that the use of Kahoot! triggered positive attention and focus in the classroom.”
Quote in the paperSubstantial claim - Findingown data
Three themes extracted from the data (attention and focus, interaction and engagement, and learning and retention of knowledge) were prevalent in the responses of the 14 participants.
“Three of the themes extracted from the data (i.e.attention and focus, interaction and engagement, and learning and retention of knowledge) were prevalent in the responses of the 14 participants.”
Quote in the paperSubstantial claim - Findingown data
Students said that Kahoot! motivated them to pay attention during the lecture.
“While the use of Kahoot! itself was an enjoyable activity, students said that Kahoot!s motivated them to pay attention during the lecture.”
Quote in the paperSubstantial claim - Findingown data
Findings from the analysis revealed four major themes related to students' experience in the use of Kahoot! in the classroom: attention and focus, interaction and engagement, learning and retention of knowledge, and fun and enjoyment.
“Findings from the analysis revealed four major themes related to students' experience in the use of Kahoot! in the classroom: (1) attention and focus, (2) interaction and engagement, (3) learning and retention of knowledge and (4) fun and enjoyment.”
Quote in the paperSubstantial claim - Findingown data
Twelve participants specifically pointed out that Kahoot! was fun.
“Twelve participants specifically pointed out that Kahoot! was fun.”
Quote in the paperNot a substantial claim - Findingown data
Students perceived that Kahoot! use in the course had a positive impact on the knowledge and skills they attained.
“Student conceded that Kahoot!s' use in the course had a positive impact on the knowledge and skills they attained.”
- Also stated in: § Conclusion · plain
“Student conceded that Kahoot!s' use in the course had a positive impact on the knowledge and skills they attained.”
Quote in the paperSubstantial claim - Also stated in: § Conclusion · plain
- Findingown data
All 14 participants described Kahoot! as having a positive influence on their learning experience.
“Nine out of the 14 participants stated that Kahoot! was a useful learning tool, and all 14 described Kahoot! as having a positive influence on their learning experience.”
Quote in the paperSubstantial claim - Findingown data
Respondents indicated that within the 2-h lecture, a lot of material was presented to them, making it hard to retain key concepts and facts.
“Respondents indicated that within the 2-h lecture, a lot of material was presented to them, making it hard to retain key concepts and facts.”
Quote in the paperNot a substantial claim - Findingreasoning
Anonymity allowed students to feel safer when responding to questions.
“Anonymity allowed students' to feel safer when responding to questions.”
Quote in the paperSubstantial claim - Findingown data
Participants reported that the use of Kahoot! fostered interactivity and engagement during lectures, through answering questions, participating in quizzes, and discussions triggered by Kahoot!.
“Participants reported that the use of Kahoot! fostered interactivity and engagement during lectures, through answering questions, participating in quizzes, and discussions triggered by Kahoot!.”
Quote in the paperSubstantial claim - Findingown data
The aspect of fun and enjoyment seems to have helped a number of students overcome barriers to interaction that they face in a typical lecture environment.
“Further, the aspect of fun and enjoyment seems to have helped a number of students overcome barriers to interaction that they face in a typical lecture environment.”
Quote in the paperSubstantial claim - Findingown data
Respondents specifically described whacky or funny names in the Kahoot!s as sometimes distracting.
“Respondents specifically described whacky or funny names in the Kahoot!s as sometimes distracting.”
Quote in the paperNot a substantial claim - Findingown data
Negative aspects of competition came into play when students focused more on the competition and having fun rather than learning.
“They mentioned that negative aspects of competition came into play when students focused more on the competition and having fun rather than learning.”
Quote in the paperSubstantial claim - Findingown data
Participants mentioned Kahoot!s being useful for allowing a deeper understanding of theoretical concepts.
“In particular, participants mentioned Kahoot!s being useful for allowing a deeper understanding of theoretical concepts.”
Quote in the paperNot a substantial claim - Findingown data
Nine participants mentioned that Kahoot! helped them remember information during and after class.
“Nine participants mentioned that Kahoot!helped them remember information during and after class.”
Quote in the paperSubstantial claim - Findingown data
Students reported that the drive to increase their attention and interaction strongly supported their learning in the course.
“Students noted that the drive to increase their attention and interaction strongly supported their learning in the course.”
- Also stated in: § Conclusion · boosted
“Students noted that the drive to increase their attention and focus and interaction and engagement strongly supported their learning in the course.”
Quote in the paperSubstantial claim - Also stated in: § Conclusion · boosted
- Findingown data
In their desire to compete, some students rushed to answer questions, not taking the time to understand the questions or the answers.
“In their desire to compete, some students rushed to answer questions, not taking the time to understand the questions or the answers.”
Quote in the paperSubstantial claim - Findingown data
Three participants had used Kahoot! as a revision tool for exam preparation.
“In fact, three participants had used Kahoot! as a revision tool for exam preparation.”
Quote in the paperNot a substantial claim - Findingown data
Participants reported that Kahoot! increased their knowledge.
“They also reported that Kahoot!increased their knowledge.”
Quote in the paperSubstantial claim - Findingown data
The authors observed that Kahoot! gave students more opportunities to engage with the lecturer, peers and lecture content.
“We observed that Kahoot!gave students more opportunities to engage with the lecturer, peers and lecture content.”
Quote in the paperSubstantial claim - Findingown data
Participants pointed out that with Kahoot! in the classroom, they could decide on the level of interaction that they felt comfortable with, either participating anonymously or overtly with friends, other classmates, the lecturer or with the whole class.
“Participants pointed out that with Kahoot! in the classroom, they could decide on the level of interaction that they felt comfortable with, either participating anonymously or overtly with friends, other classmates, the lecturer or with the whole class.”
Quote in the paperSubstantial claim - Findingreasoning
Anonymity encouraged participation, as students were able to take part without feeling that they were being judged for answering correctly or incorrectly.
“This encouraged participation, as students were able to take part without feeling that they were being judged for answering correctly or incorrectly.”
Quote in the paperSubstantial claim - Findingown data
13 of the 14 participants said that Kahoot! increased their interaction and involvement in the lectures.
“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 - Findingcitation
Several respondents described funny names within the Kahoot! adding positively to the element of fun and social learning in game-based environments.
“Several respondents described funny names within the Kahoot!adding positively to the element of fun and social learning in game-based environments (Squire 2011).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Squire 2011
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingown data
By repeating the content in a novel way through Kahoot!s, students felt they were more likely to remember the concepts.
“By repeating the content in a novel way through Kahoot!s, students felt they were more likely to remember the concepts.”
Quote in the paperSubstantial claim - Findingown data
The firm preference for using Kahoot! among participants was attributed to the game features.
“The firm preference for using Kahoot!among participants was attributed to the game features.”
Quote in the paperNot a substantial claim - Findingown data
The use of Kahoot! encouraged wider participation in class as opposed to conventional classrooms where discussions are often dominated by a few extraverted students.
“The use of Kahoot! encouraged wider participation in class as opposed to conventional classrooms where discussions are often dominated by a few extraverted students.”
Quote in the paperSubstantial claim - Findingown data
Two participants felt that the use of Kahoot! had a negative competitive effect on their learning experience.
“Despite the positive experience associated with the competitive nature of Kahoot!s' utilisation, two participants felt that the use of Kahoot! had a negative competitive effect on their learning experience.”
Quote in the paperNot a substantial claim - Findingown data
Having a desire to win encouraged many students to prepare beforehand and engage with the material.
“Having a desire to win encouraged many students to prepare beforehand and engage with the material.”
Quote in the paperSubstantial claim - Findingown data
Knowing that there would be a Kahoot! in class motivated several students to prepare and review material in order to do well in the Kahoot!.
“Knowing that there would be a Kahoot! in class also motivated several students to prepare and review material in order to do well in the Kahoot!.”
Quote in the paperSubstantial claim - Findingown data
Kahoot!s as an energetic, fun, class-wide activity that did not require students to identify themselves or speak in front of the class served as an icebreaker for many respondents.
“Kahoot!s as an energetic, fun, class-wide activity (that did not require students to identify themselves or speak in front of the class) served as an icebreaker for many respondents.”
Quote in the paperNot a substantial claim - Findingown data
Students' willingness to perform was influenced by the level of anonymity afforded by Kahoot!, which allowed students to remain focused on comparing the content of Kahoot!s and differences of opinion, rather than comparing other students' aptitudes.
“Their willingness to perform was also influenced by the level of anonymity afforded by Kahoot!, which allowed students to remain focussed on comparing the content of Kahoot!s and differences of opinion, rather than comparing other students' aptitudes.”
Quote in the paperSubstantial claim - Findingown data
Kahoot!s involving guessing do not maintain students' motivation towards learning, as students perceive these to target fun.
“Furthermore, Kahoot!s involving guessing do not maintain students' motivation towards learning, as students perceive these to target fun.”
Quote in the paperSubstantial claim - Findingown data
Participants reported negative impacts when the focus shifted too much in either direction.
“It seems as though participants reported negative impacts when the focus shifted too much in either direction.”
Quote in the paperSubstantial claim - Findingreasoning
Anonymity allowed students to focus on comparing the content of Kahoot! and differences of opinion, rather than comparing students' aptitudes.
“It also allowed students to focus on comparing the content of Kahoot! and differences of opinion, rather than comparing students' aptitudes.”
Quote in the paperNot a substantial claim - Findingown data
Nine out of the 14 participants stated that Kahoot! was a useful learning tool.
“Nine out of the 14 participants stated that Kahoot! was a useful learning tool, and all 14 described Kahoot! as having a positive influence on their learning experience.”
Quote in the paperSubstantial claim - Findingown data
Participants noted that they were more likely to remember Kahoot!s that they got wrong, as they had to consider why they got the question wrong and seek to understand the correct answer.
“Participants also noted that they were more likely to remember Kahoot!s that they got wrong, as they had to consider why they got the question wrong and seek to understand the correct answer.”
Quote in the paperSubstantial claim - Findingown data
The need to be attentive to perform well in Kahoot! helped students to maintain interest in the lessons during lectures.
“In the same vein, the need to be attentive to perform well in Kahoot!helped students to maintain interest in the lessons during lectures.”
Quote in the paperSubstantial claim - Findingown data
Students were motivated to be attentive because they wanted to perform well in Kahoot!s.
“Students were motivated to be attentive on the backdrop that they wanted to perform well in Kahoot!s.”
Quote in the paperSubstantial claim - Findingreasoning
Exploring the answers and understanding why they were right or wrong generated a deeper understanding that strongly aided participants' engagement and retention of knowledge.
“Exploring the answers and understanding why they were right or wrong generated a deeper understanding that strongly aided participants' engagement and retention of knowledge.”
Quote in the paperSubstantial claim - Findingreasoning
The use of funny names had the potential to shift the focus away from learning as students became distracted and no longer took the Kahoot! seriously.
“However, this also had the potential to shift the focus away from learning as students became distracted and no longer took the Kahoot!seriously.”
Quote in the paperNot a substantial claim - Findingown data
Kahoot!s supported students to re-grasp and retain key points from within the lecture, providing a reminder of what was covered.
“Kahoot!s supported students to re-grasp and retain key points from within the lecture, providing a reminder of what was covered.”
Quote in the paperSubstantial claim - Findingnone given
The element of enjoyment and fun underlies the positive aspects of all three aforementioned themes.
“The element of enjoyment and fun underlies the positive aspects of all three aforementioned themes.”
Quote in the paperNot a substantial claim - Findingown data
Competition was viewed as a strong motivator.
“Competition was viewed as a strong motivator, with one respondent describing how students like to”
Quote in the paperSubstantial claim - Findingown data
Eleven participants' responses indicated that the discussion generated by Kahoot! was often where the most valuable learning took place.
“Eleven (11) participants' responses indicated that the discussion generated by Kahoot! was often where the most valuable learning took place.”
Quote in the paperSubstantial claim - Findingnone given
Fun and enjoyment were also alluded to as being a contributor to several negative impacts of Kahoot!.
“However, fun and enjoyment were also alluded to as being a contributor to several negative impacts of Kahoot!.”
Quote in the paperNot a substantial claim - Findingown data
Time constraints for Kahoot! sessions in lectures were reflected in some negative feedback from students, who felt that the recreational use of Kahoot! restricted content coverage and wasted valuable lecture time.
“Indeed, time constraints for Kahoot!sessions in lectures were reflected in some of the negative feedback from students, who felt that the recreational use of Kahoot! restricted content coverage and wasted valuable lecture time.”
Quote in the paperSubstantial claim - Findingown data
Students' willingness to perform was influenced by the level of anonymity afforded by Kahoot!, which allowed students to remain focused on comparing content and differences of opinion rather than other students' aptitudes.
“Students' willingness to perform was also influenced by the level of anonymity afforded by Kahoot!, which allowed students to remain focussed on comparing the content of Kahoot!s and differences of opinion, rather than comparing other students' aptitudes.”
Quote in the paperSubstantial claim - Findingnone given
Kahoot!s with the highest impact on classroom dynamics, student engagement, motivation and learning seem to be those that focused on relevant course topics and had little use of excessively distracting names and students' behaviours.
“On balance, Kahoot!s with the highest impact on classroom dynamics, student engagement, motivation and learning seems to be those that focussed on relevant course topics, and where there is little use of excessively distracting names and students' behaviours.”
Quote in the paperSubstantial claim - Findingown data
When students did not perform well in Kahoot!s, those specific Kahoot!s were used to drive revision efforts to overcome learning deficiencies.
“Indeed, when students did not perform well in Kahoot!s, those specific Kahoot!s were used to drive revision efforts, in view of overcoming learning deficiencies.”
Quote in the paperNot a substantial claim - Findingown data
Kahoot! gave students more opportunities to engage with the lecturer, peers and lecture content.
“We observed that Kahoot!gave students more opportunities to engage with the lecturer, peers and lecture content.”
Quote in the paperSubstantial claim - Premisecitation
Previous work on students' feedback on the use of Kahoot! has been driven largely from more quantitative measures, with limited reliability and validity.
“While previous work has examined students' feedback on the use of Kahoot! (Barrio et al. 2016;Wang 2015), such evidence has been driven largely from more quantitative measures, with limited reliability and validity.”
Quote in the paperSubstantial claim0 of 2 sources checked- Rests on an assumption: Likert-driven quantitative measures often provide insights into a phenomenon (what students think) rather than the depth (how students experience the phenomenon).
- Premisecitation
It remains unclear whether Kahoot! leads to greater learning outcomes than traditional methods and SRSs.
“However, despite strong evidence that Kahoot! and other GSRSs increase student attention, motivation and engagement, it remains unclear whether Kahoot!leads to greater learning outcomes than traditional methods and SRSs (e.g.Méndez and Slisko 2013;Plump and LaRosa 2017).”
Quote in the paperSubstantial claim0 of 2 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
- Premisecitation
Only 52% of students agreed that Kahoot! increased positive, topic-relevant communication with classmates compared to 67% of first-time users.
“Only 52% of students agreed that Kahoot!increased positive, topic-relevant communication with classmates compared to 67% of first-time users.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Wang (2015) source
- Premisecitation
A qualitative research approach is relevant to utilise in this study because the phenomenon being studied is not easily distinguished from the context in which it is observed.
“We believe that a qualitative research approach is relevant to utilise in this study because the phenomenon being studied is not easily distinguished from the context in which it is observed (Yin 2013).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Yin 2013
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
The literature suggests that exploring users' experience with game-based technology may be better suited to qualitative survey-based approaches rather than quantitative measures.
“The literature suggests that exploring users' experience with game-based technology may be better suited to qualitative survey-based approaches rather than quantitative measures (Nacke et al. 2010).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Nacke et al. 2010
- Rests on an assumption: Likert-driven quantitative measures often provide insights into a phenomenon (what students think) rather than the depth (how students experience the phenomenon).
- Study design and conductcitation
The sample size of 14 students is adequate for the chosen purposive sampling method because the possible pool of participants is already restricted.
“The sample size is deemed adequate for the chosen (purposive) sampling method as the possible pool of participants is already restricted (Marshall 1996).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Marshall 1996 source
- Premisecitation
Wang (2015) found that regular use of Kahoot! (one session per lecture for a whole semester) resulted in a small 'wear-off' effect of positive classroom dynamics in software engineering students.
“Wang (2015) found that regular use of Kahoot! (one session per lecture for a whole semester) resulted in a small "wear-off" effect of positive classroom dynamics in software engineering students.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang (2015) source
- Premisecitation
The simple Likert-scale measures (on their own) that are regularly used for GSRS evaluations are not necessarily adequate for understanding the complexities in human behaviour, and particularly those related to students' engagement, motivation and learning.
“In fact, the simple Likert-scale measures (on their own) that are regularly used for GSRS evaluations are not necessarily adequate for understanding the complexities in human behaviour, and particularly those related to students' engagement, motivation and learning (e.g.Ke 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ke 2009
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data
There is indication that in-depth learning results from the discussion after playing Kahoot!, even after the game is over.
“This outcome is interesting, in that there is indication that in-depth learning results from the discussion after playing Kahoot!; even after the game is over.”
Quote in the paperSubstantial claim - Interpretationcitation
Students' reports of the importance of the post-Kahoot! discussion are consistent with findings from previous blended learning interventions indicating that autonomous, student-driven online learning is more effective when staff members interact with students regularly using the platform and provide prompt, detailed and summative feedback.
“Students' reports of the importance of the post-Kahoot!discussion is consistent with findings from previous”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Poon 2013;Yen and Lee 2011
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationcitation
These effects of enhanced attention and healthy competition are consistent with Wang's findings.
“These effects of enhanced attention and”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Wang 2015 source
- Interpretationown data
The findings somewhat contradict the idea that students only learn through trial and error when using GSRSs.
“These findings also somewhat contradict the idea that students only learn through trial and error when using GSRSs (Kiili 2005).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kiili 2005 source
- Interpretationreasoning
The design of questions for the Kahoot! game and subsequent discussions are likely to be integral to in-depth learning.
“To this end, the design of questions for the Kahoot!game and subsequent discussions are likely to be integral to in-depth learning.”
Quote in the paperSubstantial claim - Premisecitation
Providing anonymous participation in a learning environment can encourage wider participation as it inculcates a sense of safety and privacy.
“Providing anonymous participation in a learning environment can encourage wider participation as it inculcates a sense of safety and privacy (White and Dorman 2001).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites White and Dorman 2001 source
- Interpretationcitation
Findings from the study suggested that maintaining anonymity is critical for facilitating engagement among students who might not be actively participating in classroom discussions.
“Consistent with Wang (2015), findings from our study suggested that maintaining anonymity is critical for facilitating engagement among students who might not be actively participating in classroom discussions.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Wang 2015 source
- Interpretationown data
The authors observed that the desire to perform resulted in increased learning or knowledge acquisition.
“That said, notwithstanding such feelings, we observed that the desire to perform resulted in increased learning (or knowledge acquisition).”
Quote in the paperSubstantial claim - Interpretationreasoning
The instructor's design of questions and skills in leading discussions are important factors in getting the most value out of an online tool like Kahoot!.
“Thus, the instructor's design of questions and his/her skills in leading discussions are important factors in getting the most values out of an online tool like Kahoot!.”
Quote in the paperSubstantial claim - Study design and conductreasoning
Since the study was qualitative, it is limited in its generalizability to other settings beyond the lessons learned.
“Finally, since the study was qualitative in nature, it is limited in its generalizability to other settings, beyond the lessons learned.”
Quote in the paperNot a substantial claim - Interpretationreasoning
Having the teacher explain the theory and reasoning behind the correct answers meant that the information was more strongly encoded in long-term memory.
“Having the teacher explain the theory and reasoning behind the correct answers meant that the information was more strongly encoded in long-term memory.”
Quote in the paperSubstantial claim - Interpretationown data
Given the theoretical saturation observed for the themes, the outcomes may generalise to third year Information Science university students.
“That said, given the theoretical saturation observed for the themes revealed in this study, we believe that our outcomes may generalise to third year Information Science university students.”
Quote in the paperNot a substantial claim - Interpretationreasoning
This was particularly necessary for reflection on lectures and class discussion, especially in lectures longer than 1 h.
“This was particularly necessary for reflection on lectures and class discussion, especially in lectures that were longer than 1 h.”
Quote in the paperNot a substantial claim - Interpretationreasoning
Students may not require additional revision to remember and correctly report relevant content during assessments.
“Thus, students may not require additional revision to remember and correctly report relevant content during assessments.”
Quote in the paperSubstantial claim
- May combine two claims. 65
- Classified as probably not a substantial claim. 28
May combine two claims.
Interpretationown dataThe 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 dataTen 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 claimMay combine two claims.
Findingown dataThe 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 claimMay combine two claims.
Findingown dataParticipants 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 claimMay combine two claims.
Findingown dataOther 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 claimMay combine two claims.
Findingown dataFun 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 claimMay combine two claims.
Findingown dataKahoot! 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 claimMay combine two claims.
Findingown dataKahoot! 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 claimMay combine two claims.
Findingown dataStudents 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 claimMay combine two claims.
Findingown dataParticipants 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 claimMay combine two claims.
Findingown dataRespondents 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 claimMay combine two claims.
Findingown dataParticipants 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 claimMay combine two claims.
Findingown dataParticipants 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 claimMay combine two claims.
Findingown dataFindings 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 claimMay combine two claims.
Findingown dataStudents 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 claimMay combine two claims.
Findingown dataSpecific 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 claimMay combine two claims.
Findingown dataKahoot! 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 claimMay combine two claims.
Findingown dataKey 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 claimMay combine two claims.
Findingown dataKahoot! 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingown dataKahoot! 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 claimMay combine two claims.
Findingown dataThe 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 claimMay combine two claims.
Findingown dataThe 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 claimMay combine two claims.
Findingown dataA 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 claimMay combine two claims.
Findingown dataThe 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 claimMay combine two claims.
Findingown dataOnly 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 claimMay combine two claims.
Findingnone givenThird 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 claimMay combine two claims.
Findingown dataMany 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 claimMay combine two claims.
Findingown dataTwo 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 claimMay combine two claims.
Findingown dataThe 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 claimProbably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing). May combine two claims.
Findingown dataKahoot!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 claimMay combine two claims.
Findingown dataParticipants 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataNine 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 claimMay combine two claims.
Findingown dataKahoot! 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 claimMay combine two claims.
Findingown dataParticipants 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 claimMay combine two claims.
FindingreasoningKahoot! 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 claimMay combine two claims.
FindingcitationKahoot! 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.
FindingcitationStudents 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 dataKahoot! 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 claimMay combine two claims.
Findingown dataThe 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 claimMay combine two claims.
Findingown dataStudents 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 claimClassified as probably not a substantial claim.
PremisecitationThe 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 conductcitationThe 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.
PremisecitationSocrative 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.
PremisecitationEducational 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).
PremisecitationPapastergiou (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 dataThere 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 claimMay combine two claims.
PremisecitationGSRSs 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.
PremisecitationKahoot!, 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 checkedProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationThe 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.
InterpretationreasoningThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenStudents' 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationGames 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).
PremisecitationWang 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).
PremisecitationThe 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.
PremisecitationGSRSs 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 checkedProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenThe interview transcripts were verified by the first author.
“These transcripts were then verified by the first author.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThis 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 claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationown dataStriking 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 claimMay combine two claims.
InterpretationreasoningWhile 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 claimMay combine two claims.
Interpretationown dataConsistent 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.
InterpretationcitationThe 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.
InterpretationreasoningBeyond 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationHigher 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.
PremisecitationLearning 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.
PremisecitationMotivation 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 givenStudents' 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 claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationnone givenThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductreasoningSuch 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 claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
Study design and conductcitationThe 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).
InterpretationreasoningAs 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 claimMay combine two claims.
Interpretationown dataThe 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 claimMay combine two claims.
InterpretationcitationThe 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 checkedMay combine two claims.
InterpretationreasoningWhile 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 claimClassified as probably not a substantial claim.
Study design and conductcitationThis 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 dataThe 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 claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenThe 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 claimMay combine two claims.
InterpretationreasoningThis 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 claimMay combine two claims.
Study design and conductreasoningThe 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
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.”
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- 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
- Semantic Scholar
- b7b5920a868f02dad92b70bd3b5e2d02ac510139
- 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
- diamond
- doi.org
- Licence
- 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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