{"title":"Effects of Gamified Learning Platforms on Students' Learning Outcomes: A Meta-analysis Taking Kahoot and Quizizz as Examples","authors":"Yinyu Wang, Yufei Qiao, Xue Wang","doi":"10.1145/3498765.3498781","DOIUrl":null,"url":null,"abstract":"The purpose of this study was to investigate the effects of two different gamified learning platforms (i.e. Kahoot and Quizizz) on students’ learning outcomes, and to further explore their application differences in different knowledge types and disciplines. Based on the theory of gamified learning, the present study used the meta-analysis method to analyze 36 independent experiments, and found that Kahoot and Quizizz had a moderate-to-large positive effect on learning outcome (combined effect value 0.775). From the perspective of game characteristics, Quizizz's application effect is better than Kahoot's. From the perspective of instructional content, it is more effective to apply Kahoot and Quizizz in procedural knowledge learning or humanities and social sciences learning. According to the meta-analysis results, three specific suggestions are put forward to providing some reference to the application of gamified learning platforms.","PeriodicalId":273698,"journal":{"name":"Proceedings of the 13th International Conference on Education Technology and Computers","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 13th International Conference on Education Technology and Computers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3498765.3498781","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The purpose of this study was to investigate the effects of two different gamified learning platforms (i.e. Kahoot and Quizizz) on students’ learning outcomes, and to further explore their application differences in different knowledge types and disciplines. Based on the theory of gamified learning, the present study used the meta-analysis method to analyze 36 independent experiments, and found that Kahoot and Quizizz had a moderate-to-large positive effect on learning outcome (combined effect value 0.775). From the perspective of game characteristics, Quizizz's application effect is better than Kahoot's. From the perspective of instructional content, it is more effective to apply Kahoot and Quizizz in procedural knowledge learning or humanities and social sciences learning. According to the meta-analysis results, three specific suggestions are put forward to providing some reference to the application of gamified learning platforms.