The Effects of Gaming on University Student Quiz Performance

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.
游戏对大学生测验成绩的影响
使用竞争性游戏来提高课堂参与度已经成为许多教师的普遍做法。然而,目前尚不清楚使用游戏作为评估工具是否是提高学生表现的可行方法。这项研究考察了通过基于游戏的系统Kahoot!而不是在电子设备上私下聊天。研究人员对56名参加两门特殊教育课程的本科生的测验成绩进行了评估。研究人员使用线性回归来比较两种情况下学生的成绩,以及15周学期的表现。两种情况下的测验成绩没有显著差异,而且随着时间的推移,两种情况下的测验成绩都有相似的提高。68%的学生报告说,他们更喜欢在电子设备上私下做测试,而不是在Kahoot!讨论了从业人员的限制和建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
审稿时长
15 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信