The Effects of Gaming on University Student Quiz Performance
Corinne M Gist, Natalie Andzik, Elle E Smith and 2 more
Journal of Effective Teaching in Higher Education · 2019
doi:10.36021/jethe.v2i1.11 (opens in a new tab)
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Abstract
The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.
Abstract licence: CC BY-NC-ND
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