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Kahoot! It: Gamification in Higher Education

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Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)

SOCIAL SCIENCES & HUMANITIES


Journal homepage: http://www.pertanika.upm.edu.my/

Kahoot! It: Gamification in Higher Education


Debbita Tan Ai Lin, Ganapathy, M.* and Manjet Kaur
English Language Studies Section, School of Languages, Literacies and Translation, Universiti Sains
Malaysia, 11800 USM, Penang, Malaysia

ABSTRACT
Play is a social-centred process, able to boost motivation and promote learning across
all levels and ages. With the growing push for creativity in the classroom as well as the
application of effective technology in teaching and learning, it can be a daunting task for
educators to find fitting competitive or game-based learning platforms. Foremost, educators
need to consider elements such as motivation and whether the platform is likely to foster
and reinforce learning. In the present study, a cohort of undergraduates at a public university
in Malaysia were exposed to the use of Kahoot!, a game-based learning platform, during
their weekly lectures for one semester. The participants were students of English for the
Media, which covers theoretical and practical dimensions. The latter dimension includes
the learning and application of media language features and devices. Survey data (51
respondents) on the whole, indicated that the students found Kahoot! to be beneficial in
terms of: 1) inducing motivation as well as engagement, and 2) fostering and reinforcing
learning (for both theoretical and practical aspects). The 33-item questionnaire created by
the researchers was also tested for reliability, with returned values indicating high internal
consistency, thus making the instrument a reliable option for use in future studies. The
findings of this study are of relevance to researchers, educators, course designers, and
designers of game-based learning applications.

Keywords: Kahoot!, gamification, game-based learning, higher education, motivation, learning, knowledge
reinforcement

ARTICLE INFO INTRODUCTION


Article history:
Received: 23 August 2017 Technological advancement and its
Accepted: 29 September 2017

E-mail addresses:
continuous progress has transformed how
debbita_tan@usm.my (Debbita Tan Ai Lin), activities are performed on a daily basis. In
malinik@usm.my(Ganapathy, M.),
manjeet@usm.my (Manjet Kaur) the context of education, especially learning,
*Corresponding author

ISSN: 0128-7702 © Universiti Putra Malaysia Press


Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

educators now have the opportunity to with new technological solutions. Kahoot!
introduce and integrate play-based learning is a digital game-based student response
activities via technology in their instruction. system that allows teachers and learners
The incorporation of play in learning in classroom settings to interact through
has seen the emergence of a very unique competitive knowledge games using existing
concept of game-based learning. According infrastructure. Wang, Zhu and Sætre (2016)
to Zarzycka-Piskorz (2016), it is basically pointed out that Kahoot! represents a new
the use of game elements and game design generation of student response systems
techniques in non-game contexts. Game- that focuses on student motivation and
based learning or gamification rests on the engagement through gamification. This
experiential nature of a game that allows platform is apt for increasing motivation and
learners the opportunity to be fully involved engagement (which promotes learning), and
in the learning cycle. Game-based learning for assessing students’ understanding of a
also garners learners’ full attention and lesson. Furthermore, gamification develops
promotes knowledge retention due to its learners’ metacognitive abilities, promotes
‘play nature’. empathy, and builds teamwork skills.
Platforms that are play-oriented and Additionally, a recent study on
infused with learning elements are often Kahoot! by Wang and Lieberoth (2016),
designed with defined outcomes related involving almost 600 students, reiterated
to the teaching and learning aims of a the advantages of using the game-based
particular lesson or series of lessons. platform for learning; specifically, they
Although games are play-oriented, the reported that variation in the use of
designing principles behind such games are audio and points affected concentration,
based parallel to relatively specific teaching engagement, enjoyment and motivation,
and learning context aims. The principles and that Kahoot!’s audio and music features
allow for more engagement and fun during affected classroom dynamics in a significant
the learning process. The engagement and and positive manner.
fun factors of game-based learning have In short, Kahoot! purportedly offers
been found to boost learner motivation a host of benefits and allows educators to
and sustain retention. Zarzycka-Piskorz be creative and students to be motivated,
(2016) highlighted that there exists strong intrinsically and extrinsically. Game-
evidence showing a relationship between based learning provides a thrill from the
game-playing and increased motivation as ordinary, a thrill which is absent from
well as persistence. traditional instruction and everyday life.
Game-based learning tools such as Tools like Kahoot! can make students
Kahoot! supplement pedagogical practices enjoy and continue doing tasks that they

566 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

normally would not. In her commentary often causes real problems in getting our
on gamification, McGonigal (2011, p. 124) otherwise highly-stimulated students to
quite aptly stated the following: learn.” (p. 1)
In essence, students do not experience
The real world just doesn’t offer
effective learning when there is no
up as easily the carefully designed
motivation to do so, and it can be a daunting
pleasures, the thrilling challenges,
task for educators to find fitting methods
and the powerful social bonding
that are highly engaging and likely to foster
afforded by virtual environments.
and reinforce learning. In this advanced
Reality doesn’t motivate us as
and technology-saturated age, gamification
effectively. Reality isn’t engineered
is an emergent approach to tertiary-
to maximize our potential. Reality
level instruction. Gamification promotes
wasn’t designed … to make us
motivation and facilitates effective learning
happy. Reality, compared to games,
through the employment of game elements,
is broken.
mechanics and game-based thinking (Kapp,
2014), thus making it indispensable for
It is therefore viable to look into the impact of
the teaching and learning of content that
Kahoot! on the motivation and engagement
students term as ‘dry’ and ‘boring’. The
of learners as well as its influence on their
problem, however, lies in the selection of
learning, not only at the school level but
suitable platforms that can truly engage our
also within the context of higher education
learners and help them learn.
to gauge if the platform would prove to be
Closer to home, results from a survey
useful for tertiary learners.
conducted among lecturers and students of
Universiti Putra Malaysia demonstrate that
Problem Statement both parties agree that the lecture method is
It is said that “a motivated learner can’t the least favoured and is therefore not very
be stopped” (Prensky, 2003, p. 1). effective (Ismail, Elias, Mohd, Perumal, &
Unfortunately, much of the content that Muthusamy, 2010).
university learners today have to acquire, Similarly, Yap (2016) in her paper
be it theoretical or practical, is hardly on transforming conventional teaching
motivating. According to Prensky (2003), classrooms into learner-centred, multimedia-
the words ‘boring’, ‘dry’ and ‘technical’ mediated classrooms, pointed out that
are often associated with the teaching many lecturers are still using conventional
and learning process in general. He even teaching and that in such classrooms, “while
noted that “It is probably safe to say that the lecturer is explaining and writing on the
today’s teachers, trainers and educators board, students will be copying the same
are rarely as effective as they might be thing onto their notes, some day-dreaming
in the motivational department, and this and some sleeping.” (p. 106).

Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018) 567
Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

Thang et al. (2016), in their study such studies within the Malaysian context
involving four different Malaysian public specifically in relation to the use of game-
universities, highlighted that Malaysian based learning in higher education, thus
students prefer using technology for social making the present study both timely and
networking rather than for academic significant.
purposes. They noted, however, that the
students do have a favourable view towards Research Objectives
the adoption of more technology into the
The present study focuses on examining the
classroom but tend not to invest time and
suitability of Kahoot!, a game-based learning
energy in it. The researchers suggested
platform, for use in higher education within
a possible explanation for this, that this
the Malaysian context. Specifically, the
phenomenon could be attributed to the
study looks at the effectiveness of Kahoot!
manner in which technology is used in
in terms of its ability to:
the classroom. This implies that while
technology is abundant, the real challenge 1) induce intrinsic and extrinsic motivation
rests in educators selecting the correct 2) foster and reinforce learning (theoretical
technological platforms for use in their and practical aspects)
classrooms (that is, gaming platforms that
can effectively motivate students to pay In addition, the study is a platform to test
attention and learn, as well as encourage the reliability of the 33-item questionnaire
sustained learning within the Malaysian created by the researchers.
context).
This is in tandem with Yunus et al.’s Research Questions
(2012) position that “It is now a challenge The present study is guided by the following
for educators to be able to choose the right research questions:
game, and to create an effective learning
RQ1: Does the use of Kahoot! during
environment suited for our Malaysian setting
lectures induce intrinsic motivation
...” (p. 360). The researchers suggested that
among learners?
educators in Malaysia work to manipulate
gaming aspects for educational purposes, RQ2: Does the use of Kahoot! during
and take advantage of the entertaining lectures induce extrinsic motivation
and addictive qualities that are generally among learners?
inherent in gaming tools. RQ3: Does the use of Kahoot! during
In addition, despite a plethora of studies lectures help foster learning?
on learning and gamification, there is RQ4: Does the use of Kahoot! during
an unfortunate paucity with regard to lectures help reinforce learning?

568 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

Research Significance young children” (p. 48). In relation to


This findings contribute to the emerging Piaget’s theory, Vandenberg (1986), utilising
field of game-based learning, and offer Vygotsky’s theory, pointed out that “play
direction in terms of selecting suitable does not only reflect, it also creates thought”
gamification platforms for use in the (p. 21).
Malaysian higher education among adult In the context of education, the
learners. The findings also provide direction penetration of games into learning activities,
with regards to educational policy-planning also widely known as gamification, refers
and are on the whole, of relevance to to the use of pedagogical systems that
educators, learners, and course designers. are developed with gaming designs but
Additionally, the questionnaire designed by implemented within non-game contexts,
the researchers (with all constructs tested for including education (Deterding, Dixon,
reliability) is also a contribution to the field, Khaled, & Nacke, 2011). The advent of
and is of significance to scholars engaged in computing and the Internet has allowed
game-based learning research. videos and computer games to be used in
classroom activities for the enhancement
LITERATURE REVIEW of learning processes. Of late, Internet-
accessible digital tools have made gaming a
Gamification mobile learning tool that can accommodate
The growth of personal computing and the many participants in a single game, via a
Internet has brought about gaming diversity single platform. Thus, this does not only
in the field of education. New opportunities work towards enhancing learning but
for play to foster learning are now widely also, practically, makes the teaching and
available, and one aspect of play, that it learning process much more efficient and
influences learning , cannot be denied. Piaget contemporary.
(1962) asserted that play is a crucial element
in one’s cognitive development from birth Kahoot!: An Introduction
through to adulthood. More recently,
The use of technology has been proven to
Piaget’s theory was further supported by
foster learning and reinforce learning. The
Fromberg and Gullo (1992). According
fostering and reinforcement of learning
to them, language development, social
through the use of computers, smartphones
competence, creativity, imagination, and
and tablets have improved learners’
thinking skills are fostered and enhanced
engagement and active participation in
through play. Concurrently, Frost (1992)
classrooms. The use technology is also
also stressed that “play is the chief vehicle
undoubtedly a great assistance to teachers
for the development of imagination and
in terms of helping to increase motivation
intelligence, language, social skills, and
as well as increase the level of student
perceptual-motor abilities in infants and
participation in class, and in terms of

Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018) 569
Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

evaluating students’ overall comprehension fosters learning and also results in


and development. In addition, learners sustainable learning. According to Suzanne
also get to enjoy the opportunity to engage (2013), gamification is sustainable or
themselves in their learning and monitor is enhanced based on the desire of an
their own progress and understanding (Koile individual to achieve the expected outcome.
& Singer, 2006). However, this desire is conditional to the
Kahoot! is a unique game concept, the individual’s sense of excitement. In essence,
result of the Lecture Quiz Research Project games in any form have the potential
initiated in 2006 at the Norwegian University to increase motivation in the classroom
of Science and Technology (NTNU). It is a through engagement. Zarzycka-Piskorz
free game-based learning platform that aims (2016) further described Kahoot! as an
to make learning fun across all subjects online game that promotes both cooperation
in any language, and can be used with and autonomy in the classroom.
many types of digital devices. Kahoot! can Kahoot! as a game-based student
also be programmed to suit learners of all response system, can be aligned to Thomas
ages. The platform enables teacher-learner Malone’s theory of intrinsically motivating
interaction in classroom settings of various instructions (Malone, 1980). This theory
sizes via competitive knowledge games indicate three categories that make learning
using existing infrastructure (which should fun: 1) challenge (goals with uncertain
include good Internet connection). The outcomes), 2) fantasy (captivation through
embedded graphical interfaces and audio intrinsic or extrinsic fantasy), and 3)
elements present a gaming experience that curiosity (sensor curiosity through graphics
can potentially promote motivation and and audio, and cognitive curiosity). As
learning among students, including adult the theory is contextualised within the
ones. classroom learning setting, the second
category, fantasy, is transformed into a game
Kahoot!: Gamification for Student show with the teacher and students playing
Motivation and Learning the role of game host and competitors
respectively. The initial category, challenge,
Zarzycka-Piskorz (2016) underscored
involves the students being challenged to
that gamified education builds upon
answer questions and compete against other
motivation, especially intrinsic motivation
players. The final category, curiosity, is
that encourages an individual’s engagement.
displayed via graphics and audio and getting
Game-based learning approaches increase
the students to solve cognitive puzzles.
learners’ interest in the subject matter
The competitive nature of play among
because they enjoy (or experience pleasure)
the students in getting the correct answers
as they learn, and thus are more engaged
compensates for the lack of variety during
and focused in the subject. This eventually
game play (should there be any).

570 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

Several researchers have studied the augment learning in a variety of contexts


effects of educational games with regards and subject areas, and promote participatory
to learning outcomes and motivation levels. approaches, collaborations, self-guided
Papastergiou’s (2009) study’s respondents study, efficient completion of assignments,
indicated that the game-based learning and make assessments more effective
approach created more engaging, effective and easier to conduct. The integration of
and active learning. They also indicated exploratory approaches into learning also
that they enjoyed a more relaxed learning facilitates student creativity and retention.
environment. A study by Anderson and With regards to reinforcing learning,
Barnett (2011) on pre-service teachers’ Bonde et al.’s (2014) study on the effects
understanding of electromagnetic concepts of combining gamification elements with
using a game called ‘Supercharged!’ simulations to improve the motivation and
compared to students who conducted a more learning effectiveness of biotechnology
traditional inquiry of the same concepts students showed that a gamified laboratory
found that the group that used video games simulation can increase motivation levels
outperformed the group that did not in and learning outcomes when compared
terms of learning outcomes. However, there with traditional teaching. Furthermore, in
are also contrasting studies. For instance, higher education, games such as Kahoot! are
Squire (2005) found that introducing games suitable for various instructional practices
in the classroom does not necessarily such as lectures, tutorials, assignments,
produce positive results and can instead projects, lab activities, class exercises and
result in complaining students and a lack discussions, as presented by Dichev and
of motivation. Dicheva (2017) in their work on gamifying
According to Dichev and Dicheva education.
(2017), as games engender motivation and
engagement, the proposal to gamify learning How does Kahoot! work?
is enticing. In relation to this position,
Learning games such as Kahoot! are
research has indicated that motivation is one
channels to evaluate whether learning
of the more crucial predictors of academic
objectives have been achieved. Therefore,
achievements (Linehan, Kirman, Lawson,
game-based learning activities such as
& Chan, 2011) as it is linked to learning-
quizzes serve the purpose of reviewing
related concepts such as engagement, effort,
content based on information taught.
goals, focus of attention, self-efficacy,
Prensky (2005) emphasised that learning
confidence, achievement, and interest.
games can serve multiple functions such as
Therefore, gamification’s benefit in terms
the teaching of various theories, skills and
of fostering and reinforcing learning is
behaviours, as well as languages, creativity
multifold. As highlighted by Caponetto, Earp
and communication.
and Ott (2014), the benefits of gamification

Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018) 571
Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

Additionally, research by Zarzycka- ways. In the context of the present study,


Piskorz (2016) indicated that winning a they were included as an integrated part
game in learning shapes an environment of traditional classroom lectures over
based on the needs of the students and the course of one semester to improve
to a certain extent, the requirements of a motivation and learning, in line with past
course. In this context, multiple objectives studies by Carver, Howard, and Lane
can be targeted at and eventually achieved, (1999), Carnevale (2005), Wang, Øfsdahl,
for example, introducing, revising and and Mørch-Storstein (2007), Wang, Øfsdahl,
consolidating theoretical as well as practical and Mørch-Storstein (2008) and Wu, Wang,
knowledge or content. Børresen, and Tidemann (2011).
Kahoot! (https://getkahoot.com) is a
free platform which provides teachers the Related Research
opportunity to: 1) create their own quizzes
A research project was conducted at the
and surveys, or 2) use existing quizzes and
Norwegian University of Science and
surveys made accessible for public use.
Technology (NTNU) by Wang et al. (2016)
Scores are displayed at the end of each game
to investigate the effects of a traditional
and teachers are able to save the information
non-gamified response system (Clickers), a
in a digital document. As for the learners
game-based response system (Kahoot!) and
(players), they are not required to register
paper-form formative assessment for a quiz
for a Kahoot! account and will instead be
in lectures. The results were significantly
provided with a game PIN prior to joining
inclined towards the use of Kahoot!.
a specific game at https://kahoot.it/#/ as
Students were found to be more motivated
directed by their teacher (game host).
by Kahoot! as compared to Clickers and the
A learning classroom also functions as a
paper-form quiz. The students’ responses
game show, where the teacher’s role is that
also indicated a higher level of satisfaction
of a game show host and the students, the
and engagement. However, a positive effect
players or competitors. Without neglecting
on learning outcomes was not evident as no
the learning elements, Gee (2003) indicated
significant differences were found.
that well-designed video games are learning
In a K-12 study, games were also found
machines that are able to increase student
to improve motivation, classroom dynamics,
motivation and engagement. The strength
and academic achievement (Rosas et al.,
of these games lies in having learning occur
2013). Sharples (2000) asserted that game-
naturally without the students realising that
based learning has a similar effect in higher
learning is actually taking place.
education. This was evident in Tüysüz’s
Wang (2011) noted that games can
(2009) study which demonstrated that
mainly be integrated in education in three
using a game-based learning approach can

572 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

result in better achievement in chemistry as METHODS


compared to traditional learning methods. The present study implemented the survey
Improved learning outcomes were also approach, and reports results using a
detected in studies by Miller, Schweingruber, descriptive design based on quantitative and
Oliver, Janice and Smith (2002), and Liao, qualitative data. The researchers designed
Chen, Cheng, Chent and Chan (2011). and utilised a comprehensive questionnaire
These findings are in line with past studies comprising close-ended (five-point Likert
that highlight the importance of games in scale) and open-ended items. According
learning. to Nelson (2008), in her work on survey
On the whole, when educators plan research methods, such measures in a survey
to integrate gamification into learning, it instrument enable researchers to investigate
is vital that they realise the importance of both quantitative and qualitative empirical
motivation and thus, refrain from merely premises.
incorporating the gaming element into However, the subjective nature of survey
their lectures or lessons superficially. Their measures can present a problem – reliability.
efforts should take into account motivation, The researchers therefore, sought to remedy
(intrinsic as well as extrinsic), as the driving this problem by conducting a reliability
factor behind students’ engagement and analysis. The questionnaire consists of
interest. In other words, when gamification 33 items (four for demographic data)
is intended as part of the teaching and measuring different constructs, as reflected
learning process, it is crucial to ensure that in the research questions presented earlier.
one’s students will actually favour the game The reliability analysis was conducted using
and that the game can actually sustain their the SAS 9.4 software platform to measure
interest for a considerable period of time. the internal consistency of the instrument
Gamification in higher education brings as a whole.
in the fun element for students involved The study was conducted in Universiti
in academic programmes. Tools such Sains Malaysia and purposive procedures
as Kahoot! display good potential for were adhered to, taking into account the
application in teaching and learning at researchers’ knowledge of the population
the tertiary level as it can potentially of interest as well as the aims of the study.
induce motivation as well as engagement, Undergraduates of English for the
and promote learning and knowledge Media, a four-unit course which covers
reinforcement. It is possible that educational theoretical and practical dimensions, were
transformation with the use of tools like invited to participate in the study and access
Kahoot! may eventually make methods like to the online questionnaire was via a Google
rote-learning entirely obsolete. Forms key. The portal remained accessible
for two weeks. There were 51 out of 54

Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018) 573
Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

possible participants of various ethnicities The respondents selected for this study
who completed the questionnaire after comprised a mixed age group as shown in
being exposed to the use of Kahoot! in their Table 2. The majority (45.1%) were 23 years
weekly lectures for one semester (14 weeks). old while the second highest range were
Each Kahoot! session was conducted post- respondents aged 22 years old. A total of 5
lecture, and comprised one interactive respondents were 24 years old, 4 were 21
multiple-choice quiz with approximately years old and 1 was 27 years old.
10 to 14 items or questions based solely on
the day’s lecture. Each Kahoot! session also Table 3
Respondents’ gender, race and hometown
lasted no more than 15 minutes to prevent
the possibility of a wear-out effect. Category Group
Number of Percentage
respondents (%)
(n)
RESULTS Gender Males 11 21.6
Females 40 78.4
Table 1 51 100
Result of reliability analysis Race Malay 28 54.9
Chinese 20 39.2
Construct Cronbach’s Level of Internal
Measured Alpha (α) Consistency Indians 2 3.9
(Reliability) Foreigners 1 2
Kahoot! .97 Excellent 51 100
Questionnaire Hometown Urban 23 45.1
Semi- 22 43.1
urban
As shown in Table 1, the reliability of the Rural 6 11.8
questionnaire as a whole is excellent, with 51 100
α = .97. Interpretation of the obtained value
is based on the commonly accepted rule of Table 3 highlights the respondents’ gender,
thumb for interpreting Cronbach’s alpha (α) race and hometown. 78.4% (n=40) of the
readings (George & Mallery, 2003). respondents were females and 21.6% (n=11)
were males. This table also classifies the
respondents’ race breakdown. The majority
Table 2
Respondents’ Age Range (n=28) were Malays, followed by Chinese
(n=20), two Indians, and one foreign
Age (years) Number of Percentage
Respondents (n) (%)
respondent. The last section of Table 3
21 4 7.8 illustrates the respondents’ background in
22 18 35.3 terms of their hometown; there appears to
23 23 45.1 be a near equal proportion of respondents
24 5 9.8 originating from the urban (n=23) and semi-
27 1 2 urban (n=22) areas. Only six respondents
51 100 were from rural areas.

574 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

Table 4 A significant number (78.4%) of the


Respondents’ prior exposure to Kahoot!
respondents conveyed that they had never
Item True (%) False (%) played Kahoot! or experienced such
I have never played 78.4 21.6 exposure prior to taking the English for
Kahoot! before this year. the Media course. About 21.6% of the
respondents indicated their prior exposure
to Kahoot!.

Table 5
Respondents’ attitudes towards Kahoot!

Item 1 (%) 2 (%) 3 (%) 4 (%) 5 (%)


1. I look forward to playing Kahoot! 2 0 5.9 27.5 64.7
2. I find Kahoot! interesting. 2 0 3.9 11.8 82.4
3. I find Kahoot! fun. 2 0 3.9 13.7 80.4
4. I get annoyed when I can’t connect to Kahoot! 5.9 3.9 21.6 25.5 43.1
5. I feel excited when playing Kahoot! 2 2 3.9 31.4 60.8
6. I enjoy playing Kahoot! 0 2 5.9 27.5 64.7
7. I feel positive when playing Kahoot! 2 5.9 2 35.3 54.9
8. I focus on the items or questions in each Kahoot! 2 0 3.9 35.3 58.8
session.
9. I respond to each item or question in each Kahoot! 2 2 3.9 29.4 62.7
session.
10. I respond as quickly as possible to each item or question 0 2 2 35.3 60.8
in each Kahoot! session.
11. I respond as accurately as possible to each item or 0 0 15.7 41.2 43.1
question in each Kahoot! session.
12. I like the competitiveness in our Kahoot! sessions. 0 2 11.8 31.4 54.9
13. I am motivated by the prospect of winning in these 2 5.9 11.8 29.4 51
Kahoot! sessions.
14. I pay more attention during lectures because I hope to 3.9 9.8 13.7 37.3 35.3
win in the Kahoot! sessions.
15. I am eager to learn via Kahoot! 2 0 13.7 37.3 47.1
16. There is value in using Kahoot! for teaching and 0 2 5.9 27.5 64.7
learning purposes.
17. Kahoot! should be used in higher education. 0 7.8 7.8 21.6 62.7
1: Strongly Disagree; 2: Disagree; 3: Slightly Agree; 4: Agree; 5: Strongly Agree

Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018) 575
Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

Table 5 reflects the respondents’ focusing on each item or question eagerly;


attitudes towards Kahoot!. It is noteworthy being fond of the competitiveness in each
that 100% of the students expressed their Kahoot! session; preferring to learn via
positive regard for the effectiveness of Kahoot!; recognising the value of using
Kahoot! in the academic context. An Kahoot! for teaching and learning purposes,
insignificant proportion of 2% strongly and in higher education. About 96% of
disagreed to nearly all the items listed in the respondents also perceived Kahoot! as
Table 5. An interesting trend of 98% of exciting and were thus motivated to make
similar responses was recorded for nine the effort to answer every item or question
items which supplies evidence with regard during each Kahoot! session. A total of
to the popularity of Kahoot! among the 92% acknowledged their positivity towards
respondents – students looking forward playing Kahoot!, and were especially
to the sessions; finding it interesting, fun motivated by the prospect of winning.
and enjoyable; responding quickly to and

Table 6
Respondents’ perceptions of Kahoot! for learning and knowledge reinforcement

Item 1 (%) 2 (%) 3 (%) 4 (%) 5 (%)


1. Our Kahoot! sessions help me learn the gist of: A) 0 2 5.9 29.4 62.7
Theoretical frameworks that I might have missed during
lectures.
2. Our Kahoot! sessions help me learn the gist of: B) 0 2 9.8 37.3 51
Analysis models that I might have missed during
lectures.
3. Our Kahoot! sessions help me learn the gist of: C) Media 2 0 7.8 35.3 54.9
concepts that I might have missed during lectures.
4. Our Kahoot! sessions help me learn the gist of: D) 2 0 5.9 41.2 51
Media language features or devices that I might have
missed during lectures.
5. Our Kahoot! sessions help me learn the gist of: E) Media 0 2 7.8 37.3 52.9
writing techniques that I might have missed during
lectures.
6. Our Kahoot! sessions help reinforce (consolidate) my 0 2 7.8 47.1 43.1
learning of: A) Theoretical frameworks.
7. Our Kahoot! sessions help reinforce (consolidate) my 0 2 9.8 43.1 45.1
learning of: B) Analysis models.
8. Our Kahoot! sessions help reinforce (consolidate) my 0 2 9.8 47.1 41.2
learning of: C) Media concepts.
9. Our Kahoot! sessions help reinforce (consolidate) my 0 2 7.8 45.1 45.1
learning of: D) Media language features or devices.
10. Our Kahoot! sessions help reinforce (consolidate) my 0 5.9 9.8 47.1 37.3
learning of: E) Media writing techniques.
1: Strongly Disagree; 2: Disagree; 3: Slightly Agree; 4: Agree; 5: Strongly Agree

576 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

According to Table 6, the respondents’ responses also demonstrate the inducement


perceptions of Kahoot! account for their of extrinsic motivation in the students:
learning and knowledge reinforcement. “enjoy the competitiveness”; “really look
An interesting trend was again captured forward to Kahoot!”; “Kahoot! makes me
for the first five items with 98% of the feel more motivated and focus”; “write more
students communicating that Kahoot! did comprehensive notes based on the lectures
help foster their learning. They indicated in order to answer Kahoot! at the end”;
that the Kahoot! sessions assisted them in “Subconsciously, it feels like a flash revision
learning the gist of information that they that makes me remember the lecture more,
had missed during lectures in terms of the winning or losing the quiz”.
following aspects – theoretical frameworks, Students also highlighted that the use
analysis models, media concepts, media of Kahoot! during lectures help foster and
language features or devices, and media reinforce learning: “I am always enjoying
writing techniques. the learning process by playing ‘Kahoot!’
A similar trend of 98% agreement was as it gives me the chance to recall and to
found for items 6 to 9 in Table 6, in relation retain what I’ve learned during lectures”;
to the students’ positive affirmation of “very interesting way to revise after the
the Kahoot! sessions helping to reinforce lecture”; “good recap session”; “It is useful
their learning with regards to theoretical as it refreshes my memory of whatever I
frameworks, analysis models, media learned in class and tells me where are the
concepts, and media language features or main points of the lecture to be focused on”;
devices. A significant portion (94.1%) of the “Kahoot helps me recall all info that was
students affirmed that the Kahoot! sessions learned during class”; “reinforce students’
helped reinforce their knowledge of media memory of the particular topic, very helpful
writing techniques. for learning and also recapping the lecture
The final item of the questionnaire is and really helpful method to learn and also
open-ended, allowing the researchers to revise”.
garner a diverse array of qualitative data. Nevertheless, the students did highlight
The final item is as follows: “Please provide the limitations of using Kahoot!: “The
a comment about your experience with limitation of playing Kahoot! is only the
Kahoot! in this course.” internet. Means that if the internet is slow
The students reiterated that they found then it will be difficult for me to click on the
Kahoot! to be intrinsically motivating: answer. Hence, I lost the game”; “great app,
“One of a kind learning experience”; “fun but the wifi connection sometimes sucks
learning experience”; “highly effective”; and we can’t connect into the app”; “just
“increases interest in the course”; “nice the internet connection affects my mood to
and engaging experience”; “Damn fun”; play Kahoot”; “it would be better if Kahoot
“enjoyable”; “Awesome!”. The following has more features to make it a little more

Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018) 577
Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur

challenging (for example, able to pick more a new style of learning that promotes
than one answer)”; “It would be better if we motivation and facilitates engagement.
can get faster wifi connection”; “just need More importantly, Zarzyeka-Piskorz (2016)
better internet connection and we’re good”. postulated that when learning incorporates
any form of gamification, the learning
DISCUSSION process becomes more engaging as intrinsic
This study is grounded in the theory motivation is induced. Indeed, 98% of the
of intrinsically motivating instructions present study’s students indicated their high
(Malone, 1980). The first element (challenge) level of intrinsic motivation when engaging
of Malone’s theory is reflected in terms of with Kahoot!, affirming it as a tool that
the students being challenged to engage has enhanced their learning experience in
in the Kahoot! sessions despite certain the English for the Media course. In fact,
limitations (such as no prior exposure to one student pointed out that “Most lectures
Kahoot!, Internet connectivity issues) and especially in theoretical-based courses will
the fact that the outcome of each session have less interactive lecture sessions, where
was uncertain. The second element (fantasy) students only read and write notes. Seldom
was met through the students’ evident are the lecture sessions interactive, due to
captivation with Kahoot!, as demonstrated attitudes from both lecturers and students. I
by their motivation and engagement towards find that this type of lecture tend to make me
Kahoot! in the findings. Lastly, the element lose focus during the lecture. But Kahoot!
of curiosity was met through their interaction makes me feel more motivated and focus …
with Kahoot!’s graphics and embedded Thank you Dr. for using Kahoot! Love it!”.
audio features; this third element was also Interestingly, the results also showcased
realised when the students experienced the high level of extrinsic motivation
learning and knowledge reinforcement via induced by Kahoot!. This aspect is reflected
Kahoot! (see Table 6). in terms of the students indicating high
The purpose of this study was to levels of competitiveness during their
examine the effectiveness of Kahoot! in Kahoot! sessions, their motivation at the
terms of its ability to induce intrinsic and prospect of winning, and their eagerness
extrinsic motivation while determining if to learn via this platform. This strongly
this form of gamification is able to foster suggests that Kahoot! should be integrated
and reinforce learning. The results of the into the teaching and learning cycles in
present study provide evidence of Kahoot! higher education courses. These findings
as a gamification tool that is able to induce are testimonies to Papastergiou’s (2009)
intrinsic and extrinsic motivation among research in relation to the effectiveness
tertiary students. These positive findings of games in encouraging better learning
are in line with Wang et al.’s (2016) study, outcomes and better motivation at grasping
which concluded that Kahoot! advocates academic concepts, which further concurs

578 Pertanika J. Soc. Sci. & Hum. 26 (1): 565 - 582 (2018)
Kahoot! It: Gamification in Higher Education

with Linehan et al. (2011) who highlighted data plans when they experienced wi-fi
gamification as a significant predictor of connection issues.
students’ academic success.
The results of this study support the CONCLUSION
notion that Kahoot! is effective in terms of Although the findings of this study cannot
its ability to foster and reinforce learning, be generalised to the entire population of
especially with regards to theoretical tertiary students in Malaysia, partly due to the
frameworks, analysis models, media diverse nature of different tertiary courses,
concepts, media language features or the key findings offer significant insights
devices, and media writing techniques. The into the effectiveness of using Kahoot! in
present findings are in tandem with past higher education, among adult learners. It is,
studies (Rosas et al., 2003; Tüysüz, 2009) however, recommended that future studies
that emphasise the effectiveness of Kahoot! employ samples from other academic
in the academic context. The key findings of courses and also from other universities.
this study explicate the students’ intrinsic To have a more thorough understanding
and extrinsic motivation in using Kahoot! of the benefits of using Kahoot!, it is
as a platform to foster and reinforce their further recommended that future research
learning, with most of them affirming that in this area be more qualitative. While
the Kahoot! sessions had not only helped such recommendations are made, it is
them learn whatever they might have missed incumbent on stakeholders to realise that
during the lectures, but that the sessions educators, students and administrators all
had also helped them significantly in terms play equally important roles in the creation
of knowledge reinforcement and retention. of teaching and learning environments that
However, the students did point out the are conducive, contemporary and relevant
limitations of using Kahoot!, particularly to today’s generation of learners.
the issue of wi-fi connection. The lack of a
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