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The Effects of Gaming on University Student Quiz Performance
Author(s) -
Corinne Gist,
Natalie R. Andzik,
Elle E Smith,
M. Xu,
Nancy A. Neef
Publication year - 2019
Publication title -
journal of effective teaching in higher education
Language(s) - English
Resource type - Journals
ISSN - 2578-7608
DOI - 10.36021/jethe.v2i1.11
Subject(s) - significant difference , mathematics education , psychology , medical education , student engagement , multimedia , computer science , medicine
The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.

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