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

The DOI matches its Crossref record; 69 of the 76 references it cites were found in a registry or an index; 1 of the 51 sources its claims cite were checked for support.

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.

Overview

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.

Verification

Claims the paper makes

83 Own result · 24 No full text of the sources · 18 Own interpretation · 10 No basis given · 9 Sources not found · 9 Own method · 3 Not checked yet · 1 Partly supported · accuracy not yet measured

Show all 79 claims

  • It may state two separate claims as one. 65
  • Probably not a substantial claim. 28
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

Citations

Cites

Show all 76 references

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 .

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Metadata

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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