Effects of Gamified Learning Platforms on Students' Learning Outcomes: A Meta-analysis Taking Kahoot and Quizizz as Examples

Yinyu Wang, Yufei Qiao, Xue Wang
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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.
游戏化学习平台对学生学习成果的影响:以Kahoot和Quizizz为例的meta分析
本研究旨在探讨两种不同的游戏化学习平台(Kahoot和Quizizz)对学生学习成果的影响,并进一步探讨其在不同知识类型和学科中的应用差异。本研究以游戏化学习理论为基础,运用meta分析方法对36个独立实验进行分析,发现Kahoot和Quizizz对学习结果有中等到较大的正向影响(综合效应值为0.775)。从游戏特点来看,Quizizz的应用效果要优于Kahoot。从教学内容来看,Kahoot和Quizizz应用于程序性知识学习或人文社会科学学习更为有效。根据meta分析结果,提出三点具体建议,为游戏化学习平台的应用提供一些参考。
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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