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Introduction:
Engaging young minds in the classroom through traditional methods has become
increasingly more challenging, due in part to a digital society which promotes instantaneous
feedback and results. Traditional teaching methods can sometimes be viewed as mundane and can
cause some struggling students to lose interest. The Horry County second grade ELA curriculum
changed drastically this year and the Imagine It! Unit Assessments proved to be quite challenging
for even our high flyers. During the fall semester my second grade team discussed several
alternative lessons we could teach prior to the unit assessment in hopes of increasing our students’
understanding of the material, which we hoped would in turn, improve their assessment scores.
During the month of February I received 1:1 devices (albeit, a mixture of iPads, desk tops, laptops
(Think Pads). To say I was excited would be an understatement. It seemed to be perfect timing as
this assignment would ultimately inspire me to create the research question: Will playing Kahoot!
on a weekly basis as a review tool improve my students, Imagine It! unit test scores? There
are typically four sections on the assessment: Phonics, Grammar, Vocabulary, and
Comprehension. The phonics, grammar, and vocabulary portions of the unit assessment are based
upon slides shown and reviewed Monday through Thursday on the smartboard. They are also
revisited in workstations throughout the week. The comprehension questions are based upon
comprehension skills that are taught through whole group and small group via anchor charts and a
text dependent analysis. I was very interested in conducting this research to determine if using
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technology as a review tool would add enthusiasm to the review process and create an environment
which would give each student autonomy as they entered their answer on their individual device.
I framed each question on Kahoot!, based upon the questions in each section of the unit test. This
research was conducted in my second grade class of 25 students ranging from first grade-fourth
Review of Literature:
Literature reviews are an integral part of any research project as they offer insight from
various sources that create a framework from which to glean valuable information about trends in
education. There were so many articles about gamification in education but a limited number of
The article, Analyzing the Efficacy of the Testing Effect Using Kahoot! on Student
Performance is a study that was conducted by a professor at a four-year university in the South
Pacific. His objective was to compare the performance outcomes of his psychology students on
high stake exams. Prior to the beginning of the semester he determined which section would be
the control group and which would be the experimental group. Each group took the same high-
stakes multiple choice exam in their class on the same day. However, to prepare for the test the
control group received an entire class period (fifty minutes) reviewing the material that would be
on the test, as well as a lecture and study guide which had all questions that would be covered on
the Kahoot! review test. The experimental group used their 50 minute class period to replay all
Kahoot!
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quizzes. The experimental group performed better on their high-stakes exams that those who had
lecture and study guide. While I completely understand the grouping of this study, I teach one
class of second graders and don’t have the option of separating students based upon their class
sections. However, one thing we have in common is that I have used study guides in the past and
and am basing my comparison study on Unit 3.1 through unit 4.2 assessments. Study guides were
used for these assessments and were replaced by Kahoot! for the remaining units 4.3 through 5.2.
Grammar? offered some insightful information, albeit the research stemmed from a study of
college students as opposed to younger children. This study was done in Poland with 112 college
students to find out how gamification using specifically Kahoot!, increases motivation to
participate in learning. The objective was to find out how and why a student’s motivation increases
and how effective this type of learning actually is. There was a lot of talk about intrinsic
motivation, and how Kahoot! and games like it, foster intrinsic motivation. In addition to learning
the intended material, there was also a survey of questions pertaining to engagement, fun, and
desire to continue playing Kahoot! and other similar games. The desire to win seemed to be a
motivating factor among these students, as well as the social element, even though autonomy was
a large part of the game. The four things that were measured were fun, learning effectiveness,
learning recommendations, and types of feelings while playing these games, all of which ranked
high in the survey. This article interested me because there were many similarities between the
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students in this study and mine, the only difference was the age of those studied. I was glad that
autonomy was mentioned in this study because one of my desired motivating factors for my
students was for my students who are not comfortable speaking out in class and answering
environment where there possible incorrect answer would not be an object of public scrutiny. In
Kahoot!, students who answer correctly do see their names on the leader board but there isn’t a
public announcement of those who answer incorrectly. My hope was that all of my students would
enjoy participating in the review, as opposed to only those students who rarely answer incorrectly,
The article, Gamification and Game-Based Learning, primarily focused on two methods
of learning; gamification and serious games. The focus was to find whether or not either or both
are effective way to educate. This article addressed the fact that gamification is different from
serious games in that gamification is more for entertainment. I found this interesting because one
of my biggest concerns before I introduced Kahoot! to my students was that they would be
distracted by the competitive nature of the game as opposed to using the game as a review for the
assessment.
An additional article I found of interest was, Game-Based Learning and Information Literacy:
Learning Experiences, discussed a study in which games were integrated into standard
curriculum and tested for efficacy. This study was originally based on Information Literacy,
otherwise referred to as IL which refers to the skills that are needed to use a wide range of
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information tools and are used to create solutions to problems (Zurkowski, 1974). These skills
were addressed and the article discussed how important these skills are to the 21st century
learner. Two games were designed to increase students’ ability to identify and use appropriate
pieces of information or date they were given to get the results they needed by using certain
targeted skills. Results indicated that the games effectively hit target skills and improved
performance on end of the year testing in literacy instruction. While this article did not focus on
Kahoot!, it did offer insight to how games can target particular skills which increase student
achievement. This article gave me hope that Kahoot! and other similar games will prove to be
effective tools for learning that will enhance the traditional means of teaching and add a fresh
perspective for learning that a generation of gamers can enjoy as they review or learn new skills.
and their attitudes on learning and motivation, achievement, and self-efficacy and found that that
they improve with the use of the Mindtool integrated collaborative games in the elementary
classroom. This experiment was conducted in an elementary school science classroom and
proved that not only did these games help improve their attitudes about learning but also
improved their learning achievement. This study was different than the others as it was more of a
collaborative effort by the students as they shared their findings and what they learned through
the game playing process. The results from this study were the culmination of what I would
view as the ultimate desired effect of digital gaming in the elementary classroom. Achieving
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both elevated engagement as well as improving academic achievement is the optimal desired
After sifting through much research on this topic, yet knowing there is still a plethora of
relevant information for my future perusal, I found these articles to be quite helpful as I began
my own study of integrating Kahoot! as a learning tool into my weekly unit review. The results
from these articles seemed to all be in agreement that games like Kahoot! have a positive impact
on the learning process in the classroom. Therefore, I deduced that based on the research,
integrating Kahoot! as part of my review process would be an endeavor that would most likely
yield the results I desire in terms of attitude toward learning, as well as improvement in academic
performance.
Methodology
Having the research to back up my initial interest in integrating Kahoot!, in the curriculum
was the catalyst for my prodding the technology liaison at our school to gather as many devices
as she could for my 25 second grade students so that each would have a proper device on which
to play Kahoot! While my media center has an iPad rolling cart, our school has the largest
increase in student population in the district and one small cart of iPads does not fill the need of a
student population of over 1,100 students. However, once I had my devices and had downloaded
the Kahoot! app on each, it was time to analyze the unit tests and create questions in a similar
format including phonics, grammar, vocabulary, and comprehension. While my class consists of
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25 students, four of these students receive intervention and do not take the unit assessment, but
Unlike high school classes which are divided into blocks, I teach a regular education class
of 25 second graders. I am unable to separate my students to allow some to use a study guide
while the others play Kahoot! Therefore, as my quantitative data I compared the test scores on
the Imagine It! unit assessments 3.1 – 4.2, which were assessments taken using study guides and
other traditional means for review, and compared those scores with Imagine It! unit assessments
4.3-5.2, which were assessments taken after using Kahoot! as a review tool for the weekly
assessment.
There are typically 11-14 questions on the unit assessment so I kept the number of Kahoot!
questions within that range. Due to the fact that I have many slow readers I had to be mindful of
the time I allowed for each question. While some of the fast readers might get a little impatient
waiting for the answer, I felt that it was important to give those struggling readers a chance to
read the question and answers so that they had the same chance as the strong readers. Therefore,
if the questions and answers were a little wordy or required more think time, I might allow 90-
120 seconds for the question. There were no more than one or two with this lengthy time limit. I
used Monday, Tuesday, and Wednesday to teach the concepts which would be tested on the unit
assessment. We would play Kahoot! on Thursday as a review for Friday’s assessment. For the
last couple of assessments, we played again on Friday morning due to some questions that were
For my qualitative data, I observed students as they played Kahoot! I watched to see which
students were engaged and which were looking at other student’s iPads for help on the question.
Following each question we would briefly discuss the answer choices and why one was the best
answer choice. If I noticed more than three students had chosen an incorrect answer, I would
have students hold up their iPads so I could see whether their screen was red or green. I would
then look to see if there was a pattern with certain names appearing on my list. I took those
students who seemed to be missing certain questions and pulled a quick small group to reteach
the concept and check for understanding. For instance, we have been working on quotation
marks and I noticed that several students kept missing those particular questions. The small
group lessons on that specific skill seemed to really help. While second graders can reflect on
Kahoot!, interviewing them and expecting some profound thought on how they feel about
playing Kahoot! is not likely, so my students answered some survey questions at the end of each
game. While the questions were very simple I felt that they were a great springboard for survey
questions to come in my students’ academic future. We discussed the word “recommend.” and
how you would base your recommendation. They all really enjoyed completing the survey and it
was fun to show them the results. Below is a screen capture of the results from the survey of my
Analysis
To analyze my data I chose to take the average unit assessment scores from Unit 3.1 – unit 4.2
which were assessments taken before Kahoot! was implemented. I compared these scores with
unit 4.3 – 5.2 unit assessments which were taken after using Kahoot! as a review tool on Thursday
of every week prior to their assessment. The averages are found below.
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Findings
surprised to see that most student’s scores improved after playing Kahoot! before the assessment.
I would have to say that my results mirrored more closely, PanellHan-YuSung’s article on
engagement and academic improvement. I am encouraged by the results and view them as
another means to engaging our students. Kahoot! offered a fresh perspective to my students who
do not have the opportunity to play many games during the academic schedule. They are
required to have 60 minutes of LEXIA per week and must complete their minutes before they are
allowed to visit EPIC or other educational games. Therefore, playing Kahoot! was a much
needed dose of healthy competition which encouraged many of my students who are not as
verbal in the classroom arena. My feelings regarding my students who refrain from answering
questions in class unless I use cold call and ask them for a response, seemed to really benefit
from playing Kahoot! While it is competitive it still allows autonomy to some extent and those
less vivacious children can answer questions comfortably behind the screen without fear of being
judged publicly for incorrect answers. While their names may not always appear on the leader
board they still have the opportunity to be a part of an educational game and from the results it
appears that their scores are improving. I am inspired to continue my use of Kahoot! for review. I
Ewa, Z.-P. (2016). Kahoot It or Not? CAn Games Be Motivating in Learning Grammar? Teaching English
Iwamoto, D. H., Hargis, J., Taitano, E. J., & Vuong, K. (2017). Analyzing the Efficacy of the Testing Effect
Using Kahoot on Student Performance. Turkish Online Journal of Distance Education,, 18(2) 80-
93.
Karagiorgas, D. N., & Niemann, S. (2017). Gamification and Game-Based Learning. Journal of Educational
Improving Students' Learning Performance in Science Courses. Computers & Education, 63, 43-
51.
Wilson, S. E., Black, J. E., Yager-elorriaga, D. K., Thompson, W. M., McConnel, A., Cecena, J. E., . . . Terry,
Determine the Efficacy of two information Literacy Learning Experiences. International Journal