The Impact of Gamified Learning With Kahoot! on Student Motivation and Engagement

The Impact of Gamified Learning With Kahoot! on Student Motivation and Engagement

Bei Ye, Wan Ahmad Jaafar Wan Yahaya, Xian Fan Luo
Copyright: © 2024 |Pages: 20
ISBN13: 9798369331248|ISBN13 Softcover: 9798369346907|EISBN13: 9798369331255
DOI: 10.4018/979-8-3693-3124-8.ch014
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MLA

Ye, Bei, et al. "The Impact of Gamified Learning With Kahoot! on Student Motivation and Engagement." Integrating Cutting-Edge Technology Into the Classroom, edited by Ken Nee Chee and Mageswaran Sanmugam, IGI Global, 2024, pp. 292-311. https://doi.org/10.4018/979-8-3693-3124-8.ch014

APA

Ye, B., Wan Yahaya, W. A., & Luo, X. F. (2024). The Impact of Gamified Learning With Kahoot! on Student Motivation and Engagement. In K. Chee & M. Sanmugam (Eds.), Integrating Cutting-Edge Technology Into the Classroom (pp. 292-311). IGI Global. https://doi.org/10.4018/979-8-3693-3124-8.ch014

Chicago

Ye, Bei, Wan Ahmad Jaafar Wan Yahaya, and Xian Fan Luo. "The Impact of Gamified Learning With Kahoot! on Student Motivation and Engagement." In Integrating Cutting-Edge Technology Into the Classroom, edited by Ken Nee Chee and Mageswaran Sanmugam, 292-311. Hershey, PA: IGI Global, 2024. https://doi.org/10.4018/979-8-3693-3124-8.ch014

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Abstract

This study investigates the effectiveness of gamified learning tools like Kahoot! within a Chinese educational setting, aiming to bridge the research gap in non-Western contexts. Utilizing a pre-test and post-test experimental and control group design with 100 students and employing mixed methods for data collection and analysis, including surveys and semi-structured interviews, the authors found Kahoot! significantly boosts student motivation and engagement. Despite these positive outcomes, challenges such as technological access and engagement disparities were observed. These findings offer evidence-based insights for educators to refine gamification strategies, enhancing learning experiences and outcomes. This research provides valuable guidance for effectively implementing gamified learning tools in non-Western educational contexts.

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