Cited by 78Educational Games and GamificationInnovative Teaching MethodsEducation and Technology Integration

Game-based versus to non-game-based: The impact of student response systems on students' achievements, engagements and test anxieties

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TURAN, Zeynep, MERAL, Elif·2018·Informatics in Education

Abstract

The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started to be used. In this context, this study aims to find out the effects of online student response systems both with and without being based on games on the achievements, engagements, and test anxiety levels of students. The study group consists of 46 seventh grade students (Control, 23; Experimental, 23). This study was conducted by using a quasi-experimental design with pre-test and post-test groups. The topics in the "living democracy" chapter of social studies course were taught for four weeks by using the online student response system named Socrative for the control group and the online game-based student response system called Kahoot for the experimental group. The results of the study showed that game-based student response systems increase the achievement and engagement and decrease the test anxiety level when compared to non-game-based student response systems. In this direction, it may be suggested to use online game-based student response systems on different topics of social studies courses.

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  • A quasi-experiment with 46 eighth-graders in Turkey found that the group using Kahoot! performed significantly better on the post-test (67.39) than the group using Socrative (58.70), p = .030.

    “The results of the experiment showed that the group using Kahoot!performed significantly better on the post-test (67.39 for Kahoot! and 58.70 for Socrative), which is statistically significant (p ¼ .030).”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Turan & Meral, 2018

    The achievement-results section reports the stated post-test means (67.39 for Kahoot and 58.70 for Socrative) and significant difference (p = .030). The Study Group and Method sections confirm a quasi-experiment with 46 students in Turkey, but they identify the participants as seventh-graders, not eighth-graders. (LLM, conf=0.94)

    Experimental — accuracy not yet measured
  • Student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames.

    “At the same time, student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Turan & Meral, 2018

    The Results section reports lower test-anxiety scores for students using the game-based response system than for those using the non-game-based system. The Discussion suggests engagement and other possible explanations, but our copy does not link the reduction to anonymity from classmates or the teacher, or mention nicknames (searched: anonymous, nicknames, anonymity). (LLM, conf=0.87)

    Experimental — accuracy not yet measured
  • In that study, the anxiety score for Socrative was 2.238 and for Kahoot! was 1.871, where a lower value represents less anxiety.

    “The anxiety score for Socrative was 2.238, and for Kahoot! it was 1.871, where a lower value represents less anxiety.”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Turan & Meral, 2018

  • Students using Kahoot! were significantly more engaged than students using Socrative (Turan & Meral, 2018).

    “students using Kahoot!were significantly more engaged than students using Socrative (Turan & Meral, 2018)”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Turan & Meral, 2018

  • A study comparing Socrative with Kahoot! among 46 seventh graders in Turkey found a statistically significant difference in anxiety scores for Kahoot! compared to Socrative (p = .014).

    “In a study comparing the use of the student response system Socrative with Kahoot! among 46 seventh graders in Turkey, it was found that there was a statistically significant difference in the anxiety scores for Kahoot!compared to Socrative (p ¼ .014)(Turan & Meral, 2018).”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Turan & Meral, 2018

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Cites

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2 of the 36 references couldn’t be matched to a known paper.

Research works printed but not linked: 6

  1. Burns, R.A. (1985). Information impact and factors affecting recall. Paper presented at Annual National Con- ference on Teaching Excellence and Conference of Administrators, Austin, TX.
  2. Coca, D.M., Slisko, J. (2013). Software socrative and smartphones as tools for implementation of basic pro- cesses of active physics learning in classroom: an initial feasibility study with prospective teachers. Euro- pean Journal of Physics Education, 4(2), 17-24.
  3. Eren, A. (2013). Prospective teachers' perceptions of instrumentality, boredom coping strategies, & four as- pects of engagement. Teaching Education, 24(3), 302-326.
  4. Falaye, B. A. (2010). Cognitive test anxiety and learning outcomes of selected undergraduate students. The African Symposium. 10(2), 69-74.
  5. Fies, C., Marshall, J. (2006). Classroom response systems: a review of the literatüre. Journal of Science Edu- cation and Technology, 15(1), 100-109.
  6. Spielberger, C.D. (1980). Preliminary Professional Manual for the Test Anxiety Inventory. Palo Alto, CA: Consulting Psychologists Press.

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Authors
TURAN, Z., & MERAL, E.
Affiliations
Atatürk University (TR)
Venue
Informatics in Education
Published
2018-04-14
Volume
17
Issue
1
Pages
105-116
ISSN
  • 1648-5831 (ISSN-L)
  • 2335-8971
OpenAlex
W2799981933
Cited by
78
References
36
Citations by year
2026: 5 · 2025: 7 · 2024: 7 · 2023: 14 · 2022: 13 · 2021: 20 · 2020: 9 · 2019: 2 · 2018: 1
FWCI
15.70
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Informatics in Education (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methods
  • Social Sciences › Education › Education and Technology Integration
Keywords
game-based learning, Kahoot, Socrative, academic performance, student engagement, test anxiety, social studies education, seventh grade students

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