Alyssa Pacamarra

IAT210 Research Essay: Gamification In Education

Introduction

There have been many research studies in the past decade analyzing student learning and performance. Consideration of student learning styles, learning disabilities, resources, school dynamics etc. are a few of several factors affecting students’ learning potentials (Traylor, 2022). With this being said, an educator’s openness to anticipate students’ academic needs is truly an important skill that will carry on with a student throughout their academic journeys. Moreover, the addition of new technology nowadays, makes new paths for more learning strategies. For example, adding gamification into learning programs has been known to stimulate cognitive development in some students than others. Gamification is a type of learning that involves incorporating game design elements and mechanics into educational settings to increase motivation and engagement among learners. It entails using game-like experiences, such as points, badges, and challenges, to make learning more enjoyable and interactive (Blankman, 2022). In educational contexts, gamification can boost engagement, motivation, and also provide data and analysis on students’ performance (Al Redhaei et al., 2022). Research has demonstrated that incorporating gamification in educational settings can have a positive effect on students’ academic performance, leading to improvement at the individual level.

Promotes social interaction and collaboration

Students learn through many different types of methods like for example being collaborative with their classmates, this may promote better learning for some students than others (Solanki et al., 2020). For the students who learn this way, Kahoot creates an enjoyable collaborative activity that aids in their academic performance. One of Kahoot’s main intentions is promoting social interaction and collaboration from its multiplayer approach (Fisch and Zucker, 2019). This engages in peer-to-peer learning and a shared learning experience. (Fisch and Zucker, 2019). When the students collaborate and have discussions this gives insight into their classmates’ perspectives and reinforce different understandings. In addition, it helps to grow their critical thinking and problem solving skills when participating in a group (Rhim et al., 2012). Collaboration will bring diverse perspectives in their learning in the Kahoot multiplayer competition. The game brings everyone together to think fast and efficiently without trying to waste any time. This shared learning experience will continue to build on the students teamwork and communication skills throughout the entire game.

Increase student engagement and enhance student learning

Studies have shown that gamification in education improves student learning and increases student engagement (Al Redhaei et al., 2022). With Kahoot, students can actively aid their learning while enjoying a quick and easy-to-play game. It is created with ease of use in mind, and anyone can use it. The short amount of time allotted for each question will force players to make quick decisions about each of their answers. Although there are points and rewards for players who correctly guess the answer quickly, they need to be aware of the risks of doing so as well. This makes Kahoot a fun and enjoyable game to play in educational settings. Through the use of visuals and sounds, it keeps students interested and encourages competition (Licorish et al., 2018). It draws the students’ attention and establishes an emotional connection through the music and sounds that may elicit pleasant feelings and memories (Licorish et al., 2018). The experience and enjoyment of the students are improved (Rojabi et al., 2022).

Additionally, when combined with competition, these boost the likelihood of student engagement and learning. Instantaneous feedback and incentives in Kahoot encourage competition. A point system and leaderboard are included, which allows players to see how they rank among other players and is intended to encourage them to accumulate more points. Competition forces players to think carefully about their choices and brings out grit, according to game theory and psychological research (Mathews, 2020). With this they try to achieve the best outcome for themselves by trying their best to outperform their opponents (Mathews, 2020). This cognitive simulation gives players a sense of achievement, a neurochemical award and social bonding (Boureau and Dayan, 2010). When players engage in these activities and experience success, the students’ brain releases dopamine and endorphins and have feelings that become associated with positive emotions of accomplishment and happiness (Boureau and Dayan, 2010). This then leads students to continue engaging in the competitiveness of games like Kahoot. 

Moreover, in the studies kahoot is an effective tool and activity to help with distant learning (Lohitharajah and Youhasan, 2022). In some cases where students’ are unable to physically attend school, kahoot provided a friendly-user platform for both the teacher and student to use. Though issues like internet connectivity, the students still found it to be a fun method to retain information. Most participants agreed it increased their focus and motivation which help to retain knowledge and understand the subject better (Lohitharajah and Youhasan, 2022). With increased engagement because of gamification from Kahoot, it works well together with enhancing the students’ learning (Licorish et al., 2018). Students can determine their current knowledge in the course and learn more about their understanding through active participation and engagement. As an alternative, realize what they must continue to work and improve on. 

Provides data and analytics

Teachers play a significant role in their students’ learning. It’s important for teachers to understand their students’ learning to help improve the outcomes. Kahoot has the ability to retain data and analytics that help provide an understanding and track the students’ performance. They will be able to tailor some strategies to the students struggling in some parts of the course. The game provides a lot of customization and flexibility, to help work with the teacher and students’ goal. By continuous monitoring, it shows the student’s progress in real time and helps with identifying the gaps. If students are able to answer quickly and correctly, it shows their well understanding on the topic. Though there may be some guesses from students, most of the students’ exams were similar in results (Rojabi et al., 2022). With continuous use of gamification, teachers and students can improve their academic performances. 

Conclusion

To conclude, Kahoot has demonstrated to have a number of positive effects on education, including enhanced student engagement and improved learning outcomes, in addition to promoting teamwork and social interaction. Kahoot and other platforms offer promising opportunities to transform static classrooms into dynamic and engaging learning environments as the effectiveness of gamification as a teaching strategy continues to be acknowledged. Gamification is an engaging technique that should be used more frequently in current times and in the future in educational settings. Through the studies, there were many positive results and student feedback wanting this method of learning to be a practice in course teachings.


Resources

Al Redhaei, A., Awad, M., & Salameh, K. (2022). Assessing the Impact of Gamification in Higher Education: An Experimental Study using Kahoot! and Nearpod During COVID-19 Pandemic. 2022 Advances in Science and Engineering Technology International Conferences (ASET), 1–6. https://doi.org/10.1109/ASET53988.2022.9734892

Blankman, R. (2022, January 28). The fun of learning: Gamification in education. Houghton Mifflin Harcourt. Retrieved 2023, from https://www.hmhco.com/blog/what-is-gamification-in-education  

Boureau, Y.-L., & Dayan, P. (2010). Opponency revisited: Competition and cooperation between dopamine and serotonin. Nature News. Retrieved from https://www.nature.com/articles/npp2010151  

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Fisch, A. A., & Zucker, L. (2019). Play and Learning with KAHOOT!: Enhancing Collaboration and Engagement in Grades 9-16 through Digital Games. Journal of Language & Literacy Education, 15(1), 1.

Formative assessment: Web-based tools to assess learning. Kahoot! (2023). Retrieved from https://kahoot.com/schools/assessment/ 

Goksun, D. O., & Gursoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers and Education, 135, 15–29. https://doi.org/10.1016/j.compedu.2019.02.015

Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning – research and practice in technology enhanced learning. SpringerOpen. Retrieved 2023, from https://doi.org/10.1186/s41039-018-0078-8  

Lohitharajah, J., & Youhasan, P. (2022). Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students’ perceptions. Journal of Advances in Medical Education & Professionalism, 10(3), 156–162. https://doi.org/10.30476/jamp.2022.93731.1548

Matthews, G. (2020). A Grand Challenge for Personality and Social Psychology: Competition, Cooperation, or Co-existence? Frontiers in Psychology, 11, 1570–1570. https://doi.org/10.3389/fpsyg.2020.01570

Nair, S., & Mathew, J. (2021). Evaluation of a Gamified Learning Experience: Analysis of the impact of gamification on learning outcomes in education. Revista Conhecimento Online, 2, 4–20. https://doi.org/10.25112/rco.v2i0.2518 

Rhim, J. B., Varshney, L. R., & Goyal, V. K. (2012). Benefits of collaboration and diversity in teams of categorically-thinking decision makers. 2012 IEEE 7TH SENSOR ARRAY AND MULTICHANNEL SIGNAL PROCESSING WORKSHOP (SAM), 181–184. https://doi.org/10.1109/SAM.2012.6250461 

Rojabi, A. R., Setiawan, S., Munir, A., Purwati, O., Safriyani, R., Hayuningtyas, N., Khodijah, S., & Amumpuni, R. S. (2022). Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation. Frontiers in Education (Lausanne), 7. https://doi.org/10.3389/feduc.2022.939884

Solanki, P., Khan, O., & Iqbal, M. (2020). Use of Kahoot! to promote interactivity and social learning during multiple-choice questions. BMJ Simulation & Technology Enhanced Learning, 6(1), 35–36. https://doi.org/10.1136/bmjstel-2018-000337

Traylor, D. (2022). Factors that affect student learning. Owlcation. Retrieved from https://owlcation.com/academia/Factors-that-affect-Student-Learning

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