Kahoot:一个基于游戏的网络工具,用于评估工程师的积极性、参与度、乐趣和学习成果

IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Tahira A. Lashari, Rimsha Fiayaz, Saima A. Lashari, Ijaz Khan, Sidra Sultana, Tashfa Afzal
{"title":"Kahoot:一个基于游戏的网络工具,用于评估工程师的积极性、参与度、乐趣和学习成果","authors":"Tahira A. Lashari,&nbsp;Rimsha Fiayaz,&nbsp;Saima A. Lashari,&nbsp;Ijaz Khan,&nbsp;Sidra Sultana,&nbsp;Tashfa Afzal","doi":"10.1002/cae.22684","DOIUrl":null,"url":null,"abstract":"<p>It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (<i>n</i> = 32) and paper-based (<i>n</i> = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, <i>z</i>-test and <i>t</i>-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.</p>","PeriodicalId":50643,"journal":{"name":"Computer Applications in Engineering Education","volume":null,"pages":null},"PeriodicalIF":2.0000,"publicationDate":"2023-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Kahoot: A game-based web tool to assess motivation, engagement fun, and learning outcomes among engineers\",\"authors\":\"Tahira A. Lashari,&nbsp;Rimsha Fiayaz,&nbsp;Saima A. Lashari,&nbsp;Ijaz Khan,&nbsp;Sidra Sultana,&nbsp;Tashfa Afzal\",\"doi\":\"10.1002/cae.22684\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (<i>n</i> = 32) and paper-based (<i>n</i> = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, <i>z</i>-test and <i>t</i>-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.</p>\",\"PeriodicalId\":50643,\"journal\":{\"name\":\"Computer Applications in Engineering Education\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.0000,\"publicationDate\":\"2023-11-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Applications in Engineering Education\",\"FirstCategoryId\":\"5\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cae.22684\",\"RegionNum\":3,\"RegionCategory\":\"工程技术\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Applications in Engineering Education","FirstCategoryId":"5","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cae.22684","RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

摘要

保持学生的兴趣和动力去学习困难的概念和想法是非常困难和要求的;如果任务对学生来说很困难和独特,这一点尤其正确。数字一代喜欢使用移动应用程序。该研究的目的是鼓励教师使用数字评估工具和方法来提高学生的心理能力,如学习动机、享受和表现。本研究采用教育技术应用软件Kahoot进行形成性评价。主要目的是确定在线游戏“Kahoot”的使用如何影响学生的动机、享受、参与、集中和学习成果,这是对传统的以教师为中心的学习的补充。进行了定量研究,志愿者被分为两组:Kahoot组(n = 32)和paper-based组(n = 32),并在特定时期就力学的特定主题进行讲座。最近,测验是分组进行的;Kahoot组的参与者在Kahoot移动应用程序上进行测试,而纸质组的学生传统上进行测试,使用李克特量表问卷从两组参与者中收集数据,以确定他们对上述主题的参与者的看法。然后,使用均值、标准差、z检验和t检验来确定两组的感知。该研究的结果最终同意了这样一个假设,即与基于纸张的组相比,基于kahoot的组都具有有效的学习、动机、参与度和乐趣,并且具有统计学上的显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kahoot: A game-based web tool to assess motivation, engagement fun, and learning outcomes among engineers

It can be very difficult and demanding to keep students interested and motivated to learn difficult concepts and ideas; this is especially true if the task seems difficult and unique to the students. The digital generation enjoys using mobile applications. The study's goal was to encourage instructors to use digital assessment tools and approaches to enhance students' psychological abilities, such as motivation, enjoyment, and performance in learning. The study used the educational technology application Kahoot for formative assessment. The main objective is to determine how the use of the online game “Kahoot” affects the students' motivation, enjoyment, engagement, concentration, and learning outcome, which is a supplement to traditional teacher-centered learning. Quantitative research was carried out, volunteered participants were divided into two groups: Kahoot (n = 32) and paper-based (n = 32), and were given lectures on a particular topic in mechanics for a specific period. Lately, quiz was conducted in groups; the participants in the Kahoot groups gave the test on Kahoot mobile application, while the student in the paper-based group traditionally gave the quiz, data was collected from the participants in both groups using a Likert-scale questionnaire to determine their perceptions of participants on the above-stated themes. Then, the mean, standard deviation, z-test and t-test were used to determine the perceptions in both groups. The findings from the study ultimately agreed to the hypothesis that effective learning, motivation, engagement, and fun were all in the Kahoot-based group compared to the paper-based group with a statistically significant difference.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Computer Applications in Engineering Education
Computer Applications in Engineering Education 工程技术-工程:综合
CiteScore
7.20
自引率
10.30%
发文量
100
审稿时长
6-12 weeks
期刊介绍: Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.
×
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