The Effect of the Kahoot Quiz on the Student's Results in the Exam

Authors

  • Áron Tóth
    Affiliation
    Department of Ergonomics and Psychology, Faculty of Economic and Social Sciences, Budapest University of Technology and Economics, H-1111 Budapest, P.O.B. 91, Hungary
  • Péter Lógó
    Affiliation
    Department of Ergonomics and Psychology, Faculty of Economic and Social Sciences, Budapest University of Technology and Economics, H-1111 Budapest, P.O.B. 91, Hungary
  • Emma Lógó
    Affiliation
    Department of Ergonomics and Psychology, Faculty of Economic and Social Sciences, Budapest University of Technology and Economics, H-1111 Budapest, P.O.B. 91, Hungary
https://doi.org/10.3311/PPso.12464

Abstract

Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus has the potential to be an effective part in an improved learning experience. Previous researches show that implementing gamification into the educational system has positive outcome on the student's engagement, motivation and the overall experience of learning. In this study is a field experiment, where quizzes were created with the Kahoot application, to bring action and visual triggers into the classroom. The aim of this paper to measure the long-term learning effect of the Kahoot quiz in the exams. Several of the quiz questions during the class were purposefully blended into the exam's question bank as a multiple choice or a true or false question. In this research 200 bachelor students participated in a 14-week long elective course. The data was collected weekly from the Kahoot quizzes and from the two mandatory exams. All the results from the Kahoot quiz and the exams provided the base of the analysis. Furthermore, the exam results were analyzed based on number of Kahoot quizzes they took part, a comparison of the results of each question based. The results show that students who took part in more Kahoot quizzes tend to reach higher exam mark. Moreover, they marked more correct answers and less incorrect ones. As a conclusion, using some level of game-based learning has a positive effect on the student's results and perception of learning.

Keywords:

Kahoot, gamification, quiz, exam, education

Citation data from Crossref and Scopus

Published Online

2019-01-28

How to Cite

Tóth, Áron, Lógó, P., Lógó, E. (2019) “The Effect of the Kahoot Quiz on the Student’s Results in the Exam”, Periodica Polytechnica Social and Management Sciences, 27(2), pp. 173–179. https://doi.org/10.3311/PPso.12464

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Section

Articles