Kahoot! Game-based digital learning platform: A comprehensive meta-analysis

IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Computer Assisted Learning Pub Date : 2024-10-22 DOI:10.1111/jcal.13084
Osman Özdemir
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引用次数: 0

Abstract

Background

In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are used significantly by teachers and students in educational environments worldwide.

Objectives

This article aims to examine the effects of Kahoot, a digital learning platform, on education through meta-analysis. This meta-analysis provides a holistic understanding of the potential impact of Kahoot on education by synthesizing the results of various experimental studies. This study evaluates the influence of Kahoot on key educational variables, such as academic achievement, retention, motivation, anxiety and attitude, which are essential for enhancing teaching methods and optimizing learning environments.

Methods

The study conducted a meta-analysis following the guidelines outlined in the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). A total of 43 studies that met the specified criteria were included in the sample, providing a comprehensive overview of the impact of Kahoot across different contexts. The sample was n = 1706 for the experimental group and n = 1647 for the control group.

Results and Conclusion

The findings from the meta-analysis indicate that Kahoot has a significant moderate positive effect on academic achievement, with an average effect size of 0.772 (95%CI: 0.540–1.004). The analysis also shows a very large positive effect on retention, with an average effect size of 1.492, suggesting that students using Kahoot tend to have significantly higher retention compared with those who do not. For motivation, Kahoot demonstrates a large positive effect, with an average effect size of 0.960, indicating that students using Kahoot tend to be more motivated. The impact on anxiety is less clear, with a small negative effect size of −0.338, suggesting a moderate reduction in anxiety levels among students using Kahoot. Lastly, Kahoot appears to have a medium positive effect on students' attitudes towards learning, with an average effect size of 0.678.

Takeaways

These results underscore the potential of Kahoot as an effective educational tool. The results of this study provide valuable guiding information for educators and policy makers by helping to optimize teaching methods and learning environments through the effective use of digital tools, such as Kahoot. The findings suggest that Kahoot can increase academic achievement, retention, motivation and attitudes and potentially reduce anxiety, making it a promising digital tool for modern educational practice.

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Kahoot !基于游戏的数字学习平台:综合元分析
近年来,科技在课堂上的广泛应用鼓励了传统教学方式向数字化学习环境的转变。科技游戏学习平台,如Kahoot!,用于鼓励学生在学习环境中积极参与和互动,在世界各地的教育环境中被教师和学生大量使用。本文旨在通过荟萃分析来检验数字学习平台Kahoot对教育的影响。本荟萃分析通过综合各种实验研究的结果,全面了解Kahoot对教育的潜在影响。本研究评估了Kahoot对学习成绩、记忆、动机、焦虑和态度等关键教育变量的影响,这些变量对于改进教学方法和优化学习环境至关重要。方法本研究按照系统评价和荟萃分析首选报告项目(PRISMA)中概述的指南进行了荟萃分析。样本中总共包含了43项符合指定标准的研究,全面概述了Kahoot在不同背景下的影响。实验组样本n = 1706,对照组样本n = 1647。结果与结论meta分析结果显示,Kahoot对学业成绩有显著的中等正向影响,平均效应量为0.772 (95%CI: 0.540 ~ 1.004)。分析还显示,Kahoot对留存率有非常大的积极影响,平均效应值为1.492,这表明使用Kahoot的学生的留存率明显高于不使用Kahoot的学生。在动机方面,Kahoot显示出较大的正向效应,平均效应量为0.960,说明使用Kahoot的学生往往更有动机。对焦虑的影响不太清楚,负效应大小为- 0.338,这表明使用Kahoot的学生的焦虑水平有适度的降低。最后,Kahoot对学生的学习态度有中等正向影响,平均效应量为0.678。这些结果强调了Kahoot作为一种有效教育工具的潜力。本研究的结果为教育工作者和政策制定者提供了有价值的指导信息,通过有效使用数字工具,如Kahoot,帮助优化教学方法和学习环境。研究结果表明,Kahoot可以提高学习成绩、记忆力、积极性和态度,并有可能减少焦虑,使其成为现代教育实践中有前途的数字工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Computer Assisted Learning
Journal of Computer Assisted Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
9.70
自引率
6.00%
发文量
116
期刊介绍: The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope
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