Concepedia

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The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!

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2016

Year

Abstract

There are many examples on the use of game-based learning in and outside the classroom, along with evaluation of their effect in terms of engagement, learning, classroom dynamics, concentration, motivation and enjoyment. Most of the research in this area focuses on evaluations of the use of game-based learning applications and the effect they have on the students. The majority of these papers show that game-based learning has a positive effect compared to more traditional learning methods. However, there are very few papers that investigate what specific elements in game-based learning applications that produce a positive effect. In this paper, we present an experiment where we investigated how the use of points and audio affect the learning environment. Specifically, the paper presents results from an experiment where the same lecture was taught for different group of students using the game-based learning platform Kahoot!. One group used Kahoot! as it supposed to be used with audio and points, one group used Kahoot! with audio but without points, one group used Kahoot! without audio but with points, and one group used Kahoot! without points and audio. The results from the experiment reveal that there are some significant differences whether audio and points are used in gamebased learning in the areas of concentration, engagement, enjoyment, and motivation. The most surprising finding was how the classroom dynamics was positively affected by the use of audio. A total of 593 students participated in this experiment with a gender distribution of 44% female and 56 male students.