Assessing the Impact of Gamification in Higher Education: An Experimental Study using Kahoot! and Nearpod During COVID-19 Pandemic

Aneesa Al Redhaei, M. Awad, Khouloud Salameh
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Abstract

The COVID-19 pandemic has imposed rapid and significant changes upon education systems. Most educational institutions transferred abruptly from traditional face-to-face delivery to distance learning formats through virtual classrooms. As a result of this shift, many faculty members have faced challenges in keeping their students engaged during lectures. Gamification is often proposed as a promising solution to enhance student motivation, engagement, and learning outcomes attainment. This study investigates the effectiveness of the gamification mechanism on undergraduate students in a computer programming course using Kahoot! and Nearpod during distance learning. The findings of the study show that there is some correlation between student engagement, learning motivation, academic performance, and the use of gamification.
评估游戏化对高等教育的影响:一项使用Kahoot!和Nearpod在COVID-19大流行期间
2019冠状病毒病大流行给教育系统带来了迅速而重大的变化。大多数教育机构突然从传统的面对面授课转变为通过虚拟教室进行远程学习。由于这种转变,许多教师都面临着让学生在讲课时投入的挑战。游戏化通常被认为是一种很有前途的解决方案,可以提高学生的积极性、参与度和学习成果。本研究探讨了游戏化机制对大学生在计算机程序设计课程中的有效性。和Nearpod在远程教育中的应用。研究结果表明,学生参与、学习动机、学习成绩和游戏化的使用之间存在一定的相关性。
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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