{"title":"将 \"Kahoot!\"游戏化作为一种学习方法对大学生压力症状、焦虑症状、自我效能感和学习成绩的影响","authors":"Ahmed alsswey , Malakeh.Z. Malak","doi":"10.1016/j.lmot.2024.101993","DOIUrl":null,"url":null,"abstract":"<div><p>While gamification in education has gained popularity in recent years, there remains a scarcity of studies investigating its effects on students' stress levels, anxiety, self-efficacy, and academic achievements, particularly within Arab countries. Therefore, this study investigated the effect of using the gamification of “Kahoot!” as a learning method on stress and anxiety symptoms, self-efficacy, and academic achievements among university students in Jordan. A pre-posttest control group design was adopted and a sample of 176 students was recruited, 89 were in the experimental group and 87 in the control group. The experimental group was exposed to the gamification of Kahoot! and traditional learning, while the control group was exposed to traditional learning during the period from March to June 2023. Findings clarified significant differences existed in stress and anxiety symptoms, self-efficacy, and academic achievements between experimental and control groups after intervention. The experimental group revealed reduced stress and anxiety symptoms and improved self-efficacy and academic achievements after the intervention. This study suggested that the gamification of “Kahoot!” could be an effective learning method, thus university instructors should integrate such gamification into the educational process to enhance psychological health and academic achievements among students.</p></div>","PeriodicalId":47305,"journal":{"name":"Learning and Motivation","volume":null,"pages":null},"PeriodicalIF":1.7000,"publicationDate":"2024-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students\",\"authors\":\"Ahmed alsswey , Malakeh.Z. Malak\",\"doi\":\"10.1016/j.lmot.2024.101993\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>While gamification in education has gained popularity in recent years, there remains a scarcity of studies investigating its effects on students' stress levels, anxiety, self-efficacy, and academic achievements, particularly within Arab countries. Therefore, this study investigated the effect of using the gamification of “Kahoot!” as a learning method on stress and anxiety symptoms, self-efficacy, and academic achievements among university students in Jordan. A pre-posttest control group design was adopted and a sample of 176 students was recruited, 89 were in the experimental group and 87 in the control group. The experimental group was exposed to the gamification of Kahoot! and traditional learning, while the control group was exposed to traditional learning during the period from March to June 2023. Findings clarified significant differences existed in stress and anxiety symptoms, self-efficacy, and academic achievements between experimental and control groups after intervention. The experimental group revealed reduced stress and anxiety symptoms and improved self-efficacy and academic achievements after the intervention. This study suggested that the gamification of “Kahoot!” could be an effective learning method, thus university instructors should integrate such gamification into the educational process to enhance psychological health and academic achievements among students.</p></div>\",\"PeriodicalId\":47305,\"journal\":{\"name\":\"Learning and Motivation\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2024-04-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Learning and Motivation\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0023969024000353\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"PSYCHOLOGY, BIOLOGICAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Learning and Motivation","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0023969024000353","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PSYCHOLOGY, BIOLOGICAL","Score":null,"Total":0}
Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students
While gamification in education has gained popularity in recent years, there remains a scarcity of studies investigating its effects on students' stress levels, anxiety, self-efficacy, and academic achievements, particularly within Arab countries. Therefore, this study investigated the effect of using the gamification of “Kahoot!” as a learning method on stress and anxiety symptoms, self-efficacy, and academic achievements among university students in Jordan. A pre-posttest control group design was adopted and a sample of 176 students was recruited, 89 were in the experimental group and 87 in the control group. The experimental group was exposed to the gamification of Kahoot! and traditional learning, while the control group was exposed to traditional learning during the period from March to June 2023. Findings clarified significant differences existed in stress and anxiety symptoms, self-efficacy, and academic achievements between experimental and control groups after intervention. The experimental group revealed reduced stress and anxiety symptoms and improved self-efficacy and academic achievements after the intervention. This study suggested that the gamification of “Kahoot!” could be an effective learning method, thus university instructors should integrate such gamification into the educational process to enhance psychological health and academic achievements among students.
期刊介绍:
Learning and Motivation features original experimental research devoted to the analysis of basic phenomena and mechanisms of learning, memory, and motivation. These studies, involving either animal or human subjects, examine behavioral, biological, and evolutionary influences on the learning and motivation processes, and often report on an integrated series of experiments that advance knowledge in this field. Theoretical papers and shorter reports are also considered.