{"title":"使用Kahoot的挑战!高等教育的教与学——系统回顾","authors":"Alex Dharmawan Sianturi, Ruei-Tang Hung","doi":"10.1145/3568739.3568753","DOIUrl":null,"url":null,"abstract":"In the 21st century, technological advancements have created many learning applications that teachers can use to allow students to play while learning. Kahoot! is an example of an engaging, game-based student response system that has an impact on teaching and learning. This study is conducted a systematic literature review focused on the area of the digital-based learning tool used, Kahoot!, in the context of the challenges faced by learners and teachers in the learning process. Therefore, in this review, the researcher applied the five steps of the systematic literature review, 1) Framing question for review; 2. Identifying relevant work; 3) Assessing the quality of studies; 4) Summarizing the evidence 5) Interpreting the findings. This paper was thoroughly examined and synthesized using ten articles selected from two databases, Mendeley and ScienceDirect. This review takes the sample only from higher education. The result indicates the main challenges encountered by students were technical errors such as low internet connection and a lack of experience and skills in using technology. The features of this platform affect negatively students’ interest and motivation. However, the main challenge for the teacher was the design of the Kahoot material as well as the time limitation and the difficulty level for each question.","PeriodicalId":200698,"journal":{"name":"Proceedings of the 6th International Conference on Digital Technology in Education","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"The Challenges of Using Kahoot! in Teaching and Learning in Higher Education – A Systematic Review\",\"authors\":\"Alex Dharmawan Sianturi, Ruei-Tang Hung\",\"doi\":\"10.1145/3568739.3568753\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the 21st century, technological advancements have created many learning applications that teachers can use to allow students to play while learning. Kahoot! is an example of an engaging, game-based student response system that has an impact on teaching and learning. This study is conducted a systematic literature review focused on the area of the digital-based learning tool used, Kahoot!, in the context of the challenges faced by learners and teachers in the learning process. Therefore, in this review, the researcher applied the five steps of the systematic literature review, 1) Framing question for review; 2. Identifying relevant work; 3) Assessing the quality of studies; 4) Summarizing the evidence 5) Interpreting the findings. This paper was thoroughly examined and synthesized using ten articles selected from two databases, Mendeley and ScienceDirect. This review takes the sample only from higher education. The result indicates the main challenges encountered by students were technical errors such as low internet connection and a lack of experience and skills in using technology. The features of this platform affect negatively students’ interest and motivation. However, the main challenge for the teacher was the design of the Kahoot material as well as the time limitation and the difficulty level for each question.\",\"PeriodicalId\":200698,\"journal\":{\"name\":\"Proceedings of the 6th International Conference on Digital Technology in Education\",\"volume\":\"6 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 6th International Conference on Digital Technology in Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3568739.3568753\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Digital Technology in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3568739.3568753","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Challenges of Using Kahoot! in Teaching and Learning in Higher Education – A Systematic Review
In the 21st century, technological advancements have created many learning applications that teachers can use to allow students to play while learning. Kahoot! is an example of an engaging, game-based student response system that has an impact on teaching and learning. This study is conducted a systematic literature review focused on the area of the digital-based learning tool used, Kahoot!, in the context of the challenges faced by learners and teachers in the learning process. Therefore, in this review, the researcher applied the five steps of the systematic literature review, 1) Framing question for review; 2. Identifying relevant work; 3) Assessing the quality of studies; 4) Summarizing the evidence 5) Interpreting the findings. This paper was thoroughly examined and synthesized using ten articles selected from two databases, Mendeley and ScienceDirect. This review takes the sample only from higher education. The result indicates the main challenges encountered by students were technical errors such as low internet connection and a lack of experience and skills in using technology. The features of this platform affect negatively students’ interest and motivation. However, the main challenge for the teacher was the design of the Kahoot material as well as the time limitation and the difficulty level for each question.