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Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz

Gamification via Student Response Systems (SRSs) such as Kahoot and Quizizz has become an object of study for a large number of researchers around the world. This research aims to determine whether gamification via Kahoot and Quizizz contributes to developing a deeper conceptual understanding and re...

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Bibliographic Details
Published in:Journal of computers in education (the official journal of the Global Chinese Society for Computers in Education) 2024-06, Vol.11 (2), p.471-494
Main Authors: Janković, Aleksandar, Maričić, Mirjana, Cvjetićanin, Stanko
Format: Article
Language:English
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Summary:Gamification via Student Response Systems (SRSs) such as Kahoot and Quizizz has become an object of study for a large number of researchers around the world. This research aims to determine whether gamification via Kahoot and Quizizz contributes to developing a deeper conceptual understanding and retention of the contents of artificial terrestrial habitats taught to 3rd-grade primary school students. 72 students (9–10 years of age) are divided into the following groups: E1—learning with a Kahoot and E2—learning with a Quizizz. The results of the ANCOVA analysis showed that both Kahoot and Quizizz contribute to the development of both of these variables, with Kahoot doing so to a much greater extent compared to Quizizz, in terms of the development of a deeper conceptual understanding and the retention of the learned content at the level of reasoning. Kahoot proved significantly more efficient than Quizizz at this level, which is most likely related to the development and maintenance of student concentration during the implementation of the lesson. Gamification as a tool should be applied in science classes, where preference should be given to the Kahoot platform because it has a greater impact on the development of student concentration during the lesson.
ISSN:2197-9987
2197-9995
DOI:10.1007/s40692-023-00266-y