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Kahoot: A game-based web tool to assess motivation, engagement fun, and learning outcomes among engineers
Computer Applications in Engineering Education ( IF 2.9 ) Pub Date : 2023-11-14 , DOI: 10.1002/cae.22684
Tahira A. Lashari 1 , Rimsha Fiayaz 1 , Saima A. Lashari 2 , Ijaz Khan 3 , Sidra Sultana 4 , Tashfa Afzal 1
Affiliation  

It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (n = 32) and paper-based (n = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, z-test and t-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.

中文翻译:

Kahoot:一种基于游戏的网络工具,用于评估工程师的动机、参与乐趣和学习成果

让学生保持兴趣和动力去学习困难的概念和想法可能非常困难且要求很高;如果任务对学生来说似乎很困难且独特,则尤其如此。数字一代喜欢使用移动应用程序。该研究的目标是鼓励教师使用数字评估工具和方法来提高学生的心理能力,例如学习动机、乐趣和表现。该研究使用教育技术应用 Kahoot 进行形成性评估。主要目标是确定网络游戏“Kahoot”的使用如何影响学生的动机、乐趣、参与度、注意力和学习成果,这是对传统以教师为中心的学习的补充。进行了定量研究,自愿参与者被分为两组:Kahoot(n  = 32)和纸质(n  = 32)组,并在特定时期接受有关力学特定主题的讲座。最近,以小组形式进行测验;Kahoot 组的参与者在 Kahoot 移动应用程序上进行测试,而纸质组的学生传统上进行测验,使用李克特量表问卷从两组参与者收集数据,以确定他们对参与者的看法上述主题。然后,使用平均值、标准差、z检验和t检验来确定两组的看法。研究结果最终同意了这样的假设:与纸质学习组相比,Kahoot 学习组在有效学习、动机、参与度和乐趣方面均表现出显着差异。
更新日期:2023-11-14
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