Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study

IF 0.8 Q3 EDUCATION & EDUCATIONAL RESEARCH
Joseph T. Lobo
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Abstract

Background and Study Aim. Various published papers have already established the effectiveness of Kahoot! in bolstering students' academic performance through various games. However, there were few to no studies were conducted regarding its effectiveness in learning lecture-based concepts in Physical Education, most especially in the Higher Education setting. In this regard, this present study is aimed to assess the effectiveness of the said application via the Experimental approach. Material and Methods. The respondents for the study are selected 2nd-year students from one section pursuing a Bachelor of Physical Education degree at City College of Angeles (Philippines). Participants were chosen via the Purposive Sampling Technique. 40 item test question covering the topics in Physical Education was formulated.  The test question was used at the stage before the test and after the test. Furthermore, a questionnaire was used to assess students’ perception concerning the attribute of Kahoot! The entire experiment lasted for 5-weeks. The experiment was conducted two weeks after the start of the 2nd semester (academic year 2021-2022). Descriptive analyses (frequency, mean, and standard deviation) were used to describe the perception of students based on the application’s attributes. Paired t-test was utilized in order to assess the significant difference in the performance of students based on their pre-test and post-test scores. Results. Based on the findings, students perceive all the attributes of the application to be ‘very high’ in terms of its accessibility (4.84 ± .22), enhancement factor (4.71 ± .27), motivational factor (4.65 ± .35), and objectives (4.78 ± .33). After the paired t-test analysis, a significant difference was observed between the scores of the students. The findings uncovered that students’ post-test scores are significantly higher (32.44) compared to pre-test scores (19.56) with a mean difference of 12.88 (p = .001). Conclusions. Kahoot! is an effective pedagogical tool to be used for teaching and learning lecture-based concepts in Physical education. Recommendations for teachers and future research directions were also presented as a result of this investigation.
通过基于游戏的应用‘Kahoot!《体育:一项为期5周的实验研究》
背景与研究目的。各种已发表的论文已经证实了Kahoot!通过各种游戏提高学生的学习成绩。然而,在体育教学中,尤其是在高等教育环境中,很少有关于它在学习基于讲座的概念方面的有效性的研究。在这方面,本研究旨在通过实验方法评估上述应用程序的有效性。材料和方法。该研究的调查对象是菲律宾洛杉矶城市学院体育学士学位的二年级学生。采用有目的抽样法对被试进行抽样调查,编制40道题项,内容涉及体育教学的主题。测试题目分别在测试前和测试后使用。此外,采用问卷调查的方式评估学生对Kahoot!试验期5周。该实验在第二学期(2021-2022学年)开始两周后进行。描述性分析(频率,平均值和标准偏差)用于描述基于应用程序属性的学生的感知。配对t检验是为了评估学生在测试前和测试后成绩的显著性差异。结果。根据调查结果,学生认为应用程序的所有属性在可及性(4.84±0.22),增强因子(4.71±0.27),动机因子(4.65±0.35)和目标(4.78±0.33)方面都“非常高”。经配对t检验分析,学生的成绩有显著差异。结果发现,学生的测后成绩(32.44)显著高于测前成绩(19.56),平均差值为12.88 (p = .001)。结论。Kahoot !是一种有效的教学工具,可用于体育教学中讲授型概念的教学。根据调查结果,提出了对教师的建议和未来的研究方向。
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来源期刊
Physical Education of Students
Physical Education of Students EDUCATION & EDUCATIONAL RESEARCH-
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