Enhancing Grade XI Students' Learning Outcomes Through the Gamified Use of the Kahoot Application
DOI:
https://doi.org/10.17102/bjrd.rub.13.2.003Keywords:
Kahoot, Gamification, Teaching and Learning, Engagement, Learning Achievement, Educational TechnologyAbstract
The purpose of this study was to establish whether the Kahoot application can serve as a gamification tool that would improve the academic achievement and engagement of students. A total sample of 64 Grade XI students was selected from Daga Higher Secondary School in Dagana. This study employed a quasi-experimental design within the Action Research framework. A mixed-methods approach was used for data collection, with quantitative data collected through participant observations, pre-and post-tests, and surveys, and qualitative data gathered through semi-structured interviews. Quantitative analysis included means, standard deviations, and t-tests, whereas thematic analysis was used for qualitative data. The findings showed that there was a statistically significant difference in mean scores between the experimental and control groups at a medium to large effect size, using Cohen's d = 0.72. These findings show that the Kahoot application enhanced classroom participation and academic performance of students at a great scale, which might be an efficient pedagogical tool in high school education.
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Copyright (c) 2024 Yonten Chophel
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