Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/51924
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dc.contributor.authorCameron, Kristie Een
dc.contributor.authorBizo, Lewis Aen
dc.date.accessioned2022-05-04T04:01:30Z-
dc.date.available2022-05-04T04:01:30Z-
dc.date.issued2019-05-15-
dc.identifier.citationResearch in Learning Technology, v.27, p. 1-14en
dc.identifier.issn2156-7077en
dc.identifier.issn2156-7069en
dc.identifier.urihttps://hdl.handle.net/1959.11/51924-
dc.description.abstract<p>Gamification of instructional activities is a useful approach that educators can use to promote more effective learning environments by increasing problem-solving, critical thinking and competence in the classroom. 'KAHOOT!' is an online multi-player real-time quiz game that allows students to measure learning in an engaging, immediate and entertaining manner. Lecturers can measure how well students absorb information and tailor their teaching to the next step or re-teach a concept after poor uptake by students. Seventy-two students participated in a 20-question survey about their experiences with 'KAHOOT!'. Engagement scores were correlated with assessment grades to measure if 'KAHOOT!' affected student learning and achievement. The survey was deemed statistically sound in reliability and validity testing, and a principal components analysis (PCA) revealed that the attributes were strongly linked. There was no relationship between engagement score and assessment grade, indicating that 'KAHOOT'!' did not directly increase achievement. However, assessment of individual responses identified that students found it to be a positive social learning technology as it provided a fun, competitive and immersive end to a class. The benefits of fostering engagement, enjoyment and immersion within adult learning are especially important for maintaining a level of achievement within education to ensure that students are better equipped to deal with challenges and can turn a potential failure into an opportunity to improve their scholarship. The challenge provided by this study is to identify now how to measure the value of 'fun' activities in the tertiary classroom as a reinforcer for engagement, participation and learning.</p>en
dc.languageenen
dc.publisherRoutledgeen
dc.relation.ispartofResearch in Learning Technologyen
dc.rightsAttribution 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.titleUse of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science studentsen
dc.typeJournal Articleen
dc.identifier.doi10.25304/rlt.v27.2225en
dcterms.accessRightsUNE Greenen
dc.subject.keywordsgamificationen
dc.subject.keywordsEducation & Educational Researchen
dc.subject.keywords'KAHOOT!'en
dc.subject.keywordsonline-learning toolen
dc.subject.keywordsengagementen
dc.subject.keywordstertiaryen
dc.subject.keywordslearningen
dc.subject.keywordsenjoymenten
local.contributor.firstnameKristie Een
local.contributor.firstnameLewis Aen
local.profile.schoolSchool of Psychologyen
local.profile.emaillbizo@une.edu.auen
local.output.categoryC1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.publisher.placeUnited Kingdomen
local.identifier.runningnumber2225en
local.format.startpage1en
local.format.endpage14en
local.peerreviewedYesen
local.identifier.volume27en
local.access.fulltextYesen
local.contributor.lastnameCameronen
local.contributor.lastnameBizoen
dc.identifier.staffune-id:lbizoen
local.profile.roleauthoren
local.profile.roleauthoren
local.identifier.unepublicationidune:1959.11/51924en
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
local.title.maintitleUse of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science studentsen
local.output.categorydescriptionC1 Refereed Article in a Scholarly Journalen
local.search.authorCameron, Kristie Een
local.search.authorBizo, Lewis Aen
local.open.fileurlhttps://rune.une.edu.au/web/retrieve/73a60ec6-8aec-4b29-8bc2-4a43cf897f36en
local.uneassociationYesen
local.atsiresearchNoen
local.sensitive.culturalNoen
local.identifier.wosid000489102900001en
local.year.published2019en
local.fileurl.openhttps://rune.une.edu.au/web/retrieve/73a60ec6-8aec-4b29-8bc2-4a43cf897f36en
local.fileurl.openpublishedhttps://rune.une.edu.au/web/retrieve/73a60ec6-8aec-4b29-8bc2-4a43cf897f36en
local.subject.for2020390303 Higher educationen
local.subject.for2020520102 Educational psychologyen
local.subject.seo2020160102 Higher educationen
local.codeupdate.date2022-04-14T12:42:54.657en
local.codeupdate.epersonghart4@une.edu.auen
local.codeupdate.finalisedtrueen
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School of Psychology
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