Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
By Derya Orhan Göksün, Gülden Gürsoy. Comput. Educ., 2019
350 citations recorded by the source corpus.
Abstract The purpose of the present study was to investigate the reflections of gamification activities that are used as a formative assessment tool based on academic achievement and student engagement in learning environments. It was also aimed to investigate whether the utilization of the gamification tool led to a difference in academic achievement and student engagement. Three research groups were determined; two experimental groups where 7E instructional model gamified with Kahoot and Quizizz was implemented and a control group where conventional 7E instruction method was implemented. The groups were determined by random assignment of 97 pre-service teachers who took scientific research methods course in the 2017–2018 academic year spring semester. However, since only 71 of the assigned pre-service teachers voluntarily participated in the study, the study data included 71 pre-service teachers. At the beginning and the end of the six-week-long instruction activities, the academic achievement test and student engagement scale on the content instructed in the six-week-long scientific research methods course were applied. Furthermore, in-depth views of pre-service teachers were obtained with focus group interviews. Therefore, the study was conducted with mixed design principles. The study findings demonstrated that the scientific research methods academic achievement x student engagement × group interaction model (Wilks's lambda = .819, F[2, 66] = 7.301, p
Subfields: Developmental and Educational Psychology, Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/323f84aea86db104513a55567ce8e2dd382141e0
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In Developmental and Educational Psychology
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Citations in the corpus
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “The use of games in an educational setting is not something new; however, the concept and implementation of gamification in the educational sector have been introduced very recently [52].”
- Improving student’s mathematical problem solving skills through Quizizz (2020, result): “However, the results of this study are not in line with the research by Göksün and Gürsoy which the use of the Quizizz application in gamification activities used in research did not have a positive effect on academic achievement and student participation (Göksün & Gürsoy, 2019).”