DIGITAL LIBRARY
PRINCIPAL COMPONENT ANALYSIS (PCA) FOR ASSESSING THE STUDENTS’ PERCEPTION TOWARD THE USE OF KAHOOT! IN HIGHER EDUCATION
Universidad Politécnica de Madrid (SPAIN)
About this paper:
Appears in: EDULEARN20 Proceedings
Publication year: 2020
Pages: 6404-6411
ISBN: 978-84-09-17979-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2020.1683
Conference name: 12th International Conference on Education and New Learning Technologies
Dates: 6-7 July, 2020
Location: Online Conference
Abstract:
Gamification is the use of game elements and game-design techniques in non-game contexts and is a common teaching strategy used in higher education with the aim of increasing the motivation of students and enhancing the learning process. The inclusion of game elements into student response system (SRS) leads to the development of game-based student response system (GSRS). The objective of this paper is to assess the students' level of satisfaction towards the use of the game-based student response system (GSRS) Kahoot! in higher education. With this purpose, an experiment was conducted by using Kahoot! during two years of a Civil Engineering course, both in theoretical and practical classrooms. Student survey data was collected and principal component analysis (PCA) was used for assessing the students' perception about the Kahoot! tool. This is an innovative approach in the gamification field. The results showed a general satisfaction of the students with the use of Kahoot!. Moreover, the results provided interesting information about the effectiveness of Kahoot! as a learning tool in higher education.
Keywords:
Kahoot, Higher-Education, Gamification, Principal Component Analysis, ICT.