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Journal ArticleDOI

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

Derya Orhan Göksün, +1 more
- 01 Jul 2019 - 
- Vol. 135, Iss: 1, pp 15-29
TLDR
The study findings demonstrated that the scientific research methods academic achievement x student engagement x group interaction model (Wilks's lambda = . × group interaction model ) led to a difference in academic achievement and student engagement.
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

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Citations
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Journal ArticleDOI

The effect of using kahoot! for learning – A literature review

TL;DR: The main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students’ anxiety.
Journal ArticleDOI

The impact of gamification on learning and instruction: A systematic review of empirical evidence

TL;DR: In this paper, the authors present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of learning and instruction.
Journal ArticleDOI

Gamification in Science Education. A Systematic Review of the Literature.

TL;DR: In this article, the authors present the empirical findings of the state-of-the-art literature on the use of gamification in science education and present a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources.
Journal ArticleDOI

The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system

TL;DR: The results showed that the employment of innovative gamified e-quiz applications and paper-based quizzes were effective in evaluating students' learning performance, particularly as formative assessment after completing each topic.
Journal ArticleDOI

Enhancing user engagement: The role of gamification in mobile apps

TL;DR: In this paper, the authors investigated how gamification might foster user engagement and positive marketing outcomes, and found that gamification increases user engagement through satisfaction of the needs for competence, autonomy, and relatedness.
References
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