Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students

IF 1.7 4区 心理学 Q3 PSYCHOLOGY, BIOLOGICAL Learning and Motivation Pub Date : 2024-04-25 DOI:10.1016/j.lmot.2024.101993
Ahmed alsswey , Malakeh.Z. Malak
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Abstract

While gamification in education has gained popularity in recent years, there remains a scarcity of studies investigating its effects on students' stress levels, anxiety, self-efficacy, and academic achievements, particularly within Arab countries. Therefore, this study investigated the effect of using the gamification of “Kahoot!” as a learning method on stress and anxiety symptoms, self-efficacy, and academic achievements among university students in Jordan. A pre-posttest control group design was adopted and a sample of 176 students was recruited, 89 were in the experimental group and 87 in the control group. The experimental group was exposed to the gamification of Kahoot! and traditional learning, while the control group was exposed to traditional learning during the period from March to June 2023. Findings clarified significant differences existed in stress and anxiety symptoms, self-efficacy, and academic achievements between experimental and control groups after intervention. The experimental group revealed reduced stress and anxiety symptoms and improved self-efficacy and academic achievements after the intervention. This study suggested that the gamification of “Kahoot!” could be an effective learning method, thus university instructors should integrate such gamification into the educational process to enhance psychological health and academic achievements among students.

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将 "Kahoot!"游戏化作为一种学习方法对大学生压力症状、焦虑症状、自我效能感和学习成绩的影响
虽然游戏化教育近年来越来越受欢迎,但调查其对学生压力水平、焦虑、自我效能感和学业成绩影响的研究仍然很少,尤其是在阿拉伯国家。因此,本研究调查了将 "Kahoot!"游戏化作为一种学习方法对约旦大学生的压力和焦虑症状、自我效能感和学习成绩的影响。研究采用了前测对照组设计,共招募了 176 名学生,其中 89 名为实验组,87 名为对照组。在 2023 年 3 月至 6 月期间,实验组接触 Kahoot! 游戏化和传统学习,对照组接触传统学习。研究结果表明,干预后,实验组和对照组在压力和焦虑症状、自我效能感和学业成绩方面存在显著差异。实验组在干预后压力和焦虑症状有所减轻,自我效能感和学业成绩有所提高。这项研究表明,"Kahoot!"游戏化是一种有效的学习方法,因此大学教师应将这种游戏化融入教学过程,以提高学生的心理健康水平和学业成绩。
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来源期刊
CiteScore
2.90
自引率
0.00%
发文量
53
期刊介绍: Learning and Motivation features original experimental research devoted to the analysis of basic phenomena and mechanisms of learning, memory, and motivation. These studies, involving either animal or human subjects, examine behavioral, biological, and evolutionary influences on the learning and motivation processes, and often report on an integrated series of experiments that advance knowledge in this field. Theoretical papers and shorter reports are also considered.
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