Kahoot Gamified Technology Use to Assess Student Performance
2023 IEEE Asia-Pacific Conference on Computer Science and Data Engineering (CSDE)(2023)
Abstract
The ubiquitous presence of Information and Communication Technologies (ICT) in educational settings presents both positive and negative benefits for Higher Education Institutes (HEIs) around the world. While ICTs offer innovative avenues for student engagement, they can also foster off-task behaviors which can affect their academic success. This study addresses this challenge by examining the potential of the Kahoot Gamified Student Response System (GSRS) in an Information Technology course at a higher education institution in the South Pacific. Using a quasi-experimental design, the study examines the correlation between Kahoot participation and student performance metrics. The findings indicate a moderate positive correlation, suggesting that increased Kahoot participation is associated with improved academic outcomes. Overall, the study adds to the growing body of literature on gamification in education particularly from South Pacific context, demonstrating its potential to mitigate off-task technology use during lectures and laboratory classes while enhancing student engagement and performance.
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Key words
Gamification,Student Response Systems,Kahoot,Student Performance
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