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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
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
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
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Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur
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Kahoot! It: Gamification in Higher Education
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Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur
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Kahoot! It: Gamification in Higher Education
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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.
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Kahoot! It: Gamification in Higher Education
Table 5
Respondents’ attitudes towards Kahoot!
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Debbita Tan Ai Lin, Ganapathy, M. and Manjet Kaur
Table 6
Respondents’ perceptions of Kahoot! for learning and knowledge reinforcement
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Kahoot! It: Gamification in Higher Education
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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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