Corinne Gist, Natalie R. Andzik, Elle Smith, M. Xu, N. Neef
{"title":"The Effects of Gaming on University Student Quiz Performance","authors":"Corinne Gist, Natalie R. Andzik, Elle Smith, M. Xu, N. Neef","doi":"10.36021/jethe.v2i1.11","DOIUrl":null,"url":null,"abstract":"The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.","PeriodicalId":93777,"journal":{"name":"Journal of effective teaching in higher education","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of effective teaching in higher education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36021/jethe.v2i1.11","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.