Professional Documents
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Data Analysis
Kyle Johnson
EDD8422
Telephone: 678-477-2349
Email: kyle.johnson112991@gmail.com
Data Analysis
To effectively assess the success of a program that is implemented within a school, data
collection must be included in the study to support the positive or negative growth that is being
achieved with the program. Once data is collected, the researcher must analyze the data to reveal
the success or failure of the program being evaluated. Through this course project, the researcher
aimed to evaluate the success of Kahoot on student learning. In the process, teacher perceptions
of the success and benefits of Kahoot were also analyzed. By using a mixed methods analysis of
the success of using digital based games such as Kahoot, “…data can be analyzed and integrated
during the process of research so that new, synergistic understandings can emerge that extend the
findings and interpretations that can be achieved from reliance on only one methodological
perspective” (Sammons, 2010). Given both the qualitative and quantitative data, a
At Cedar Grove High School, technology integration plays a crucial role in assisting
teachers in developing engaging lessons that foster student collaboration and challenge students’
twenty-first century skills. For digital-based games such as Kahoot, teachers have adopted this
program as a means to remediate student learning for upcoming assessments. However, the
degree in which teachers interact with the game as students play Kahoot, their perception of the
game’s ability to aide in student mastery of standards, and the game’s impact on remediating
content effectively to increase student assessment scores is the focus of this study.
Twelve teacher participants were given a survey with five Likert-scale questions and
three short answer questions. According to Figure 1: Teacher Perceptions of Kahoot, of the
ACTION RESEARCH: DATA ANALYSIS 3
twelve participants surveyed, 33% of participants indicated they identified themselves as experts
and use the reports to remediate missed content even further. 50% of teachers indicated they use
Kahoot at least five times a month to remediate content covered within a class for remediation
purposes. However, one survey question asked teachers if they thought student assessment scores
were directly impacted by student involvement in playing Kahoot. One teacher indicated that
Kahoot engages students in a way that challenges them, yet helps them learn. Based on this
information, 92% of teachers survey feel that Kahoot is beneficial for student learning, but the
0
John Sandy David Glenda Carla Mike Ruth Wendy Carrie Jacob Willliam Hannah
To gather Kahoot averages, participants were asked to provide those averages for each
class period. This data was consolidated and averaged together for each teacher participant. The
researcher then logged into the assessment portal provided by the district and gather each
teacher’s Interim averages for their respective content areas. Based on these findings and
comparisons, as shown in Figure 2: Kahoot vs. Interim Average Scores, three teachers had a
positive growth differential in their Kahoot average compared to their Interim average. Four
teachers had a negative growth differential, and five teachers did not engage their students in the
Kahoot review prior to giving the Interim assessment. Based on these findings, there is no
significant relationship to those teachers who engage in Kahoot and the impact Kahoot has on
increasing student assessment averages. However, based on teacher perception of Kahoot, and
those teachers who opted out of playing the Kahoot review prior to giving their assessment, a
70
61 62
60 58 58
53 54 55
52 52 52 51 52
49 47 48
50
40 37
32
30
20
10
0 0 0 0 0
0
John Sandy David Glenda Carla Mike Ruth Wendy Carrie Jacob Willliam Hannah
Ruth is a College Prep World History teacher who has been teaching for seven years.
Based on her perception survey, she has a less than average opinion on Kahoot. Based on her
response to feeling as though Kahoot is beneficial for student learning, she stated, “I think it
ACTION RESEARCH: DATA ANALYSIS 6
depends on the student, but I do believe for some it causes them to engage with the material. It is
familiar (game platform) and competitive.” Based on her Interim average, 52, it was comparable
to other participant scores that did engage in the Kahoot review prior to the Interim assessment.
Carla is an Honors World History teacher who has been teaching for 13 years. She had a
very high Kahoot average of 80, yet her Interim average score 58. This reflects her perceptions
on Kahoot where she indicated an average belief that Kahoot is beneficial for student learning.
She indicated, “Those who actually pay attention and are actively engaged benefit.” Although
Carla indicated that she believed those who engaged in the Kahoot activity were rewarded with
higher Interim scores, the data does not reflect this assumption.
Sandy is an Honors US History teacher who has been teaching for 14 years. Her Kahoot
average was 61, and her Interim average was 81. She indicated that she felt that Kahoot was not
at all beneficial for student learning. She stated, “I see its benefits, but I don't think it is up to the
level of rigor students need for the test.” Although she had this belief, she still engaged students
in the Kahoot and her averages were in direct contrast to Carla’s, who did not indicate any issue
of rigor with the Kahoot questions. Based on these three instances of data correlated and
analyzed, no conclusive correlation can be drawn between teacher perception of Kahoot and the
impact Kahoot games have on overall averages of Interim assessment data. Although teacher
perceptions of using Kahoot to remediate content were average, there is no strong correlation
between the frequency of students playing Kahoot and the positive outcomes students have on
To ensure ethics and bias were protected, participants included in this study came from
varying experience levels and teach Honors, College Prep, and Resource classes. 42% of the
ACTION RESEARCH: DATA ANALYSIS 7
participants were male and 58% were female. Although names were used in the perception
survey, pseudonyms were used in the data collection and chart that consolidated data. When
collecting Kahoot and county Interim averages, individual student data was not shared with the
researcher and was not analyzed. Only the county Interim averages for each teachers’ class was
consolidated into one localized average. This ensured that no bias was given with a group of
students with lower cognitive ability versus higher cognitive ability. The same method was used
for the multiple Kahoot games that teachers used to review for each class period.
Areas of Implementation
In order for digital-based games to work effectively, and in this case, reap the benefits of
ensuring content covered within the game yields lasting results as students take assessments,
teachers need to provide remediation activities that help develop students’ 21st century skills..
For example, when creating Kahoot games, ensuring the questions asked are aligned to the rigor
and content depth of knowledge is essential to challenge student cognitive abilities. As Hamari,
Shernoff, Rowe, Coller, Ashell-Clarke, and Edwards (2016) state, “…the challenge of the game
should be able to keep up with the learners growing abilities and learning in order to endorse
continued learning in game-based learning environments” (p. 170). Without the rigor, the digital-
based game will not provide students with the level of content development needed to be
successful on the assessment. As one teacher noted, they are concerned that Kahoot is just a ‘fun’
way for students to learn and does not quite challenge student thinking. This, however, can be
With the ability to create Kahoots, teachers can create questions that are as rigorous as
they allow. Different game designs also give teachers the flexibility to create different question
options, including several answer choices, true or false, puzzle, poll, word cloud, and slide for
more context-rich questioning. According to Qian and Clark (2016), digital-based games that
promote 21st century skills, “[employ] multiple game-design elements, with collaboration, role
playing, narrative, exploration, and complexity being the most popular ones” (p. 56). In other
words, complex game designs are much more likely to illicit 21st century skills than traditional
drill and practice games. Although Kahoot offers these advanced game options, there are still
challenges that keep Kahoot from being fully engaging for students.
Due the mobile ability of Kahoot, students use their phones as answer documents as they
engage in the game. All participants indicated that this way of engaging students in a fun
learning environment was the main reason they choose to play this game with students. By using
devices students use on a daily basis, students are able to have fun learning. However,
participants expressed the need for more controlling factors in the games ability to deliver
feedback and keep students focused on the task. Carla noted, “Once they log in, make it so they
can’t switch screens (to check texts, social media, etc.).” Due to the use of personal phones as
answer devices, students can often get distracted with other phone notifications, which hinder
them from staying focused on the remediation activities. Additionally, William indicated the
need for an elaboration screen after each question that details more information regarding the
correct answer. With this additional feature added to student phones, it could cause them to
become more engaged instead of simply using the phone to pick an answer choice. With the
strengths and weaknesses noted, further measures can be in place to give teachers using a Kahoot
ACTION RESEARCH: DATA ANALYSIS 9
for remediation activities a solid foundation for structured review sessions that will assist them in
Based on the data analysis, there was no correlation found between teacher perception,
student engagement in Kahoot, and increased assessment averages. Moving forward, careful
consideration should be taken in ensuring questions covered within the game are aligned with the
rigor and depth of knowledge of the potential assessment. Additionally, student participation
needs to be promoted to ensure students are engaged and receiving the information needed to be
Conclusion
To evaluate a program within a school, data needs to be collected and analyzed. With this
data, the effectiveness of the program can be assessed and measures can be put in place to ensure
strengths of the program are maintained and weaknesses can be built upon. Based on twelve
teachers’ perceptions and student assessment averages, the use of Kahoot to remediate content
could have the potential to create unique and lasting learning opportunities for students.
However, further evaluations must be done to truly get to the root of how digital-based games
such as Kahoot can be used to illicit critical-thinking skills and promote higher depth of
knowledge.
References
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016).
Challenging games help students learn: An empirical study on engagement, flow and
immersion in game-based learning. Computers in Human Behavior, 54, 170-179.
doi:10.1016/j.chb.2015.07.045
ACTION RESEARCH: DATA ANALYSIS 10
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of
recent research. Computers in Human Behavior, 63, 50-58.
doi:10.1016/j.chb.2016.05.023