Professional Documents
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May 2,2022
KAHOOT VERSUS PAPER STUDY GUIDES 2
Does the use of Kahoot! for content learning and review improve student performance on
Technology has changed our world, facilitating our daily home, work, and school lives.
Computers have taken over classrooms across the globe and changed how the brain learns.
Consequently, educators have had to adapt old, effective strategies to the new digitalized era.
Computer programmers and software designers have focused on creating educational programs
that facilitate and improve instruction. With the help of computers, students can learn and
practice old and new content. Likewise, teachers can use technology to instruct, reinforce,
Our research focuses on one specific educational program created to assist teachers in
engaging learners while helping them retain information. Many different websites and programs
have been widely used by instructors, such as Quizizz, Quizlet, and Kahoot!. Our goal is to
compare the effectiveness of one technology tool to a traditional one when used to review
content. We chose Kahoot! and paper as our main research matter. According to the Kahoot!
About Page, Kahoot! is a learning platform that makes it easy to create, share, and play learning
games that drive engagement. Kahoot! games can be played anywhere using any device with an
internet connection. (2022) With that in mind, our research focuses on the effectiveness of
Kahoot! in improving student engagement and learning performance. Does the use of Kahoot!
for content learning and review improve student performance on assessments versus traditional
Literature Review
Many different strategies can be implemented to review content before students are
assessed. Some teachers like to provide students with a study guide to help them focus on the
main content on which they will be tested. Before implementing digital technology in the
classroom, study guides were printed on paper. Nowadays, teachers can create study guides
through online digital tools that can be accessed anywhere through the world wide web. In recent
years, many teachers have chosen Kahoot! as their "go-to" review tool. Study guides are
aesthetics and game thinking to engage people, motivate action, promote learning, and solve
problems" (Kapp, 2012, p. 10). The Kahoot! platform allows teachers to transform traditional
study guides into interactive games. Current researchers have tried to analyze the effect of
retention and student engagement improved with Kahoot!. They have found that their students'
grades increased due to the use of Kahoot! (2020). Allowing students to play the game a couple
of times encourages students to rethink questions that were missed. It also transforms classrooms
into a fun and engaging environment. (2020) After analyzing their students' performance in
Kahoot! study sessions, Baszuk and Heath decided to adapt and modify instruction within their
courses.
Owen and Licorish used Kahoot! to investigate the effectiveness of the game-based
student response systems (GSRs) as learning tools and their effect on knowledge retention
compared to traditional methods. They have found that the GSRs increased students' learning
KAHOOT VERSUS PAPER STUDY GUIDES 4
knowledge, attention, and engagement. However, some students pointed out that Kahoot! only
covered basic content, lacking rigor. Moreover, GSRs can be very distracting due to the nature of
games. (2020)
Wichadee and Pattanapichet used Kahoot! in the classroom to enhance performance and
motivation by applying digital games in an English language class. Their study focused on the
impact of Kahoot! on the learning and academic achievement of students in an ESL class versus
traditional methods. Kahoot! can stimulate learning, and language improvement can occur in a
fun learning environment (2018). The use of Kahoot! games also impacted learner motivation
(2018) due to the instant feedback students received, rather than waiting until a traditional
assessment was graded by hand and then returned to the student. The atmosphere of a gamified
classroom is considered competitive and fun. While using Kahoot! in the classroom, Wichadee
and Pattanapichet stressed to students that the purpose was to gain more than competition and
high-stake exams, Iwamoto, Hargis, Taitano, and Vuong measured whether using Kahoot! for
content review would help Phycology students improve high-stake test scores compared to
traditional studying methods. (2017) The results suggested that the use of Kahoot! for content
review had a significant impact on academic performance and test scores. The research also
points out the importance of applied learning, "Participants consistently expressed the need for
active reviewing, visual learning, and making the content meaningful to them by applying what
they learned to a form of experience." (p.88). In other words, GSRs improve student
Games like Kahoot! are the ideal choice for teaching because most students have easy
access to mobile devices and wifi, besides an affinity for video games. It adds fun to the
Based on what we have learned from these research papers and observed in the
classroom, we hypothesize that the use of Kahoot! improves student engagement resulting in
Methodology
This research study took place in a small rural Title 1 school in South Carolina, in which
the minority student population is 73%. The teacher-student ratio is 16:1, and the student
population comprises 46% female students and 54% male students. The study was conducted
within three general education classes and one gifted-and-talented class. A total of 82 students
participated in this research. One experimental group had 39 participants, of which 21 were
females and 19 males (three students had IEPs), and the other group had 43 participants, of
which 24 were females and 19 males (one student had an IEP). We chose to use convenience
sampling rather than random. Two groups from each teacher had Kahoot! as a study guide, and
two groups used a traditional paper study guide. Both study guides contained the same questions
and answer choices. In order to facilitate analysis, the four participating groups were split into
two major study groups: the Kahoot! group and the traditional group. A mixed-method of study
was chosen to conduct the research. The quantitative data included average, median, and range.
The qualitative data were collected using a Google Form short answer survey question. For two
consecutive weeks, both teachers used the same content and instructional strategies to teach all
groups.
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Analysis
In order to limit the number of variables, both teachers used the same content and
When analyzing the quantitative data, we found no major differences between the
The following graph shows the data collected for the Kahoot! group:
The bar graph indicates the number of respondents and their points scored. The average
score for the Kahoot! group was 88.21 points out of 100. The scores ranged between 60 and 100
points.
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The following graph shows the data collected for the traditional group:
The bar graph indicates the number of respondents and their points scored. The average
score for the traditional group was 89.19 points out of 100. The scores ranged between 45 and
100 points.
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We noticed a slight but significant improvement in the lowest test scores when comparing
both graphics. The students who used Kahoot! study guides scored above the school-district
passing grade of 60%. On the other hand, the students who used traditional study guides scored
mostly above the passing grade of 60%, except for one who scored 45%. However, this could be
due to different extraneous variables such as students’ health, reading skills, and motivation.
However, there was no significant improvement in the average of the test scores, with a small
We believe that our data is valid within the proposed academic learning exercise. As
mentioned above, we have tried to limit extraneous variables as much as possible; both
participating groups were instructed with the same content, resources, and strategies during the
same amount of time. However, we believe that for results to be considered 100% reliable, we
would have to conduct the same experiment with different groups of students, teachers, content,
KAHOOT VERSUS PAPER STUDY GUIDES 9
and strategies. For example, the results might not have been the same if the content was related
to mathematics..
Findings
After analyzing both the quantitative and qualitative data collected, we have concluded
that using Kahoot! as a learning tool improves students' assessment scores because students are
more engaged during the review lesson, as Kahoot! mimics a game-like competition. Gabe
Zimmerman states that games motivate and engage students due to the combination of intrinsic
reinforcement, the winner effect, and instant feedback. (2014). Kahoot! creates a learning
environment that is fun and captivating. So, unmotivated students tend to participate more and
consequently learn more. However, we cannot state that Kahoot! improves learning and
knowledge retention. Moreover, as mentioned in one of the researches cited in this paper, the
Kahoot! platform and interface limit the questions' depth of knowledge to recalling facts and
basic concepts.
We found that our results were consistent with the results of other researchers who
identified engagement as the primary reason for improving scores. In conclusion, the use of
Kahoot! does not improve assessment performance but improves student engagement.
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References
About Kahoot!: Company history & key facts. Kahoot! (2022, March 28). Retrieved May 1,
Baszuk, P. A., & Heath, M. L. (2020). Using Kahoot! to Increase Exam Scores and Engagement.
Iwamoto, D. H., Hargis, J., Taitano, E. J., & Vuong, K. (2017). Analyzing the Efficacy of the
Kapp, K. M. (2012). The gamification of learning and instruction: Case-based methods and
Owen, H. E., & Licorish, S. A. (2020). Game-Based Student Response System: The
Plump, C. M., & Larosa, J. (2017). Using Kahoot! in the classroom to create engagement and
Purdue Online Writing Lab. (n.d.). General Writing FAQs. Purdue Online Writing Lab.
https://owl.purdue.edu/owl/general_writing/general_writing_faqs.html
Wichadee, S., & Pattanapichet, F. (2018). Enhancement of Performance and Motivation through
Zichermann, G. (2014, February 25). The future of creativity and innovation is gamification:
KAHOOT VERSUS PAPER STUDY GUIDES 11
https://www.youtube.com/watch?v=ZZvRw71Slew&t=6s