Cited by 402Educational Games and GamificationOnline Learning and AnalyticsDigital Games and Media

Perceptions of students for gamification approach: Kahoot as a case study

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Bicen, Huseyin, Kocakoyun, Senay·2018·International Journal of Emerging Technologies in Learning (iJET)

Abstract

A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.

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  • Articles on Kahoot! and student anxiety without statistical analysis reported findings such as lower fear of asking questions and positive ratings of courage and low stress.

    “The articles on Kahoot and student anxiety that did not include any statistical analysis include findings such as 56% of students following traditional teaching were afraid to ask questions in class compared to 37% for those who played Kahoot! in class (Budiati, 2017); students rated the statements”

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

    Table 3 (section 6) reports a positive rating for the statement that Kahoot builds students’ courage to participate (mean 4.46, SD 0.63). The paper’s Data analysis section (3.5) describes means, standard deviations, frequencies and percentages, rather than inferential tests. I found no result on low stress; the 56% versus 37% comparison is attributed to Budiati (2017) in the citing sentence, not to this paper. (LLM, conf=0.84)

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  • A study among 65 Preschool teacher students in Turkey evaluated Kahoot! very positively, including its ability to increase students' interest in the lesson, increase students' motivation, help students understand the lesson better, and encourage learners (Bicen & Kocakoyun, 2018).

    “Similarly, a study among 65 Preschool teacher students in Turkey evaluated Kahoot!very positively, including its ability to increase students' interest in the lesson, increase students' motivation, helping students' to understand the lesson better, and that it encourages learners (Bicen & Kocakoyun, 2018).”

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

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Cited by

Sorted by citations

Authors
Bicen, H., & Kocakoyun, S.
Affiliations
Near East University (CY)
Venue
International Journal of Emerging Technologies in Learning (iJET)
Published
2018-02-27
Volume
13
Issue
02
Pages
72
ISSN
1863-0383 (ISSN-L)
OpenAlex
W2789073291
Cited by
402
References
3
Citations by year
2026: 16 · 2025: 27 · 2024: 44 · 2023: 79 · 2022: 76 · 2021: 75 · 2020: 44 · 2019: 34 · 2018: 6 · 2017: 1
FWCI
78.16
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • International Journal of Emerging Technologies in Learning (iJET) (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
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
gamification, Kahoot, student perceptions, student motivation, academic performance, early childhood teacher education, undergraduate students, online quizzes

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