Students in the experimental group reported that Kahoot quizzes helped, were fun, and left them feeling positive about exam preparation¶
Claim · All claims
Evidence · 1 study · causalr1·q2
Currency · newest study 2017 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Asked what effect the Kahoot quizzes had on their exam preparation, experimental-group students responded most often with "helped" (17 times), then "fun" (3), "good" (3), and "positive" (2). → Iwamoto 2017
Evidence¶
Iwamoto 2017¶
Iwamoto, D. H., Hargis, J., Taitano, E. J., & Vuong, K. (2017). Analyzing the efficacy of the testing effect using Kahoot on student performance. Turkish Online Journal of Distance Education, 18(2). https://eric.ed.gov/?id=EJ1145220
q2 · i? · causal · r1
Questionnaire administered only to the experimental group (n=24 responses), analyzed thematically and by word frequency. Responses were dominated by "helped" 17 times, with fun, good, and positive mentioned less often.
"The final question was asked only to the experimental group, “What effect did the Kahoot quizzes have on your preparation for the exam? ” Table 7 shows that participants responded with “helped” 17 times, followed by “fun” (3), “good” (3), and “positive” (2)."
Discussion¶
Related Claims¶
- Experimental-group students most frequently named Kahoot as what helped them prepare for the exam — possibly the same claim (merge candidate)
- Experimental-group students expressed positive attitudes toward gamification, accepting the technique at a high level overall — related
- Most middle and high school students surveyed after classroom retrieval practice programs viewed them positively and said frequent retrieval practice helped them feel less nervous about exams — related
- A course section that reviewed with Kahoot no-stakes quizzes differed significantly in high-stakes multiple-choice exam scores from a section that reviewed with a study guide and lecture, a difference the authors report as improvement without printing group means — related
- Students rated the game positively, most often citing fun/interactive features, visuals, and new information learned — related
- Students reported behavior and awareness changes after the performing-arts unit, most often about spitting on the ground and protecting natural beauties — related
- A majority (65.5%) of the experimental group gave positive remarks that VRS exposure helped their actual practice, most often citing learning proper sequence (94.7%) — related
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