Tahira A. Lashari, Rimsha Fiayaz, Saima A. Lashari, Ijaz Khan, Sidra Sultana, Tashfa Afzal
{"title":"Kahoot:一个基于游戏的网络工具,用于评估工程师的积极性、参与度、乐趣和学习成果","authors":"Tahira A. Lashari, Rimsha Fiayaz, Saima A. Lashari, Ijaz Khan, Sidra Sultana, Tashfa Afzal","doi":"10.1002/cae.22684","DOIUrl":null,"url":null,"abstract":"<p>It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (<i>n</i> = 32) and paper-based (<i>n</i> = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, <i>z</i>-test and <i>t</i>-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":"32 2","pages":""},"PeriodicalIF":2.0000,"publicationDate":"2023-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Kahoot: A game-based web tool to assess motivation, engagement fun, and learning outcomes among engineers\",\"authors\":\"Tahira A. Lashari, Rimsha Fiayaz, Saima A. Lashari, Ijaz Khan, Sidra Sultana, Tashfa Afzal\",\"doi\":\"10.1002/cae.22684\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (<i>n</i> = 32) and paper-based (<i>n</i> = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, <i>z</i>-test and <i>t</i>-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.</p>\",\"PeriodicalId\":50643,\"journal\":{\"name\":\"Computer Applications in Engineering Education\",\"volume\":\"32 2\",\"pages\":\"\"},\"PeriodicalIF\":2.0000,\"publicationDate\":\"2023-11-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Applications in Engineering Education\",\"FirstCategoryId\":\"5\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cae.22684\",\"RegionNum\":3,\"RegionCategory\":\"工程技术\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Applications in Engineering Education","FirstCategoryId":"5","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cae.22684","RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Kahoot: A game-based web tool to assess motivation, engagement fun, and learning outcomes among engineers
It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (n = 32) and paper-based (n = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, z-test and t-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.
期刊介绍:
Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.