Kahoot Formative Assessment Vazifasida
Kahoot Formative Assessment Vazifasida
Students’ overall performance in the first quiz necessitated operational adjustments to be made. Time allocation was
adjusted to allow students to read and understand each question. Implemented time allocation adjustments
engendered improved students’ overall performance in the second online quiz as reflected in Table 3 below.
Table 3. Students’ overall performance in the second online quiz
The students indicated that the use of Kahoot! served to enhance their learning experiences through provision of
additional opportunities. This assertion is corroborated by the following excerpt.
“The questions made us think as some of the answers were very close to each other so it was difficult to
choose between them. You had to really think. It was very fun and informative. It was a very good exercise”.
6. Discussion
Key findings emanating from this study demonstrated that Kahoot! plays a significant role in enhancing students’
academic performance, motivation and engagement during remote teaching and learning. Sustained use of Kahoot!
as a game-based learning platform appeared to enhance students’ overall academic performance as evidenced by the
results obtained in subsequent quizzes. In addition, the use of Kahoot! provided opportunities for students to actively
engage and work collaboratively as a community of practice. Collaborative and interactive discussions were a source
of motivation for students to learn. As a formative assessment tool, Kahoot! served to help students to achieve
stipulated learning outcomes and provided valuable insights into pervasive knowledge gaps. It was further observed
that when students were instructed to engage with online quizzes at their own time as homework, they sometimes
forgot to take the online quizzes and their preparation was largely inadequate. The discrepancy between synchronous
and asynchronous feedback underscores the need to provide opportunities for students to engage with online quizzes
independently to ensure objective appraisal of their content knowledge. The use of Kahoot! as a game-based learning
platform provided meaningful opportunities to adequately address pervasive knowledge gaps. The findings are
consistent with a study conducted by Ismail et al., (2019) which found that the use of game-based learning platforms
serves to enhance student learning experience, motivation and engagement. The use of Kahoot! enriches the quality
of student learning in the classroom and significantly influences classroom dynamics, engagement, motivation and
improved learning experience (Licorish, Owen, Daniel, & George, 2018). Research studies conducted by Barrio et al.
(2016) and Wang and Lieberoth (2016) demonstrated that educational games and game-based student response
systems both increase student motivation and engagement. Holmes and Gee (2016) contend that although the
gamification process is not new in education, the technologies that are supporting these interventions have been
evolving from single use to collaborative and distributed contexts.
The synchronous administration of online quizzes promoted active interactions between the lecturer and students and
facilitated provision of immediate feedback to students. These active interactions took the form of peer collaborative
engagements which provided meaningful opportunities for the students to collaboratively reflect on content
presented. Johns (2015) concurs with this notion by emphasizing that the learning activities which can be
incorporated in Kahoot! must be designed in a manner that affords students opportunities to interact with their
instructors and their peers and receive immediate meaningful feedback during teaching and learning sessions.
Students’ overall performance in the first online quiz revealed the existence of content knowledge gaps which
required provision of additional opportunities to be addressed through deployment of appropriate remedial
interventions.
Wang and Tahir (2020) posit that while students demonstrated a positive disposition about the use of Kahoot! as a
learning tool, they bemoan challenges stifling their full engagement and participation such as technical challenges,
difficulty in reading both questions and answers in the projected screen, time pressure, fear of losing and the
difficulty in catching up when the wrong answer had been given. On the other hand, several researchers suggested
that these challenges can create apprehension on the part of students which may have an adverse impact on students’
enjoyment, motivation and concentration when undertaking the quiz (e.g., Chaiyo & Nokham, 2017; Ismail & Fakri,
2017; Tan & Saucerman, 2017; Wang 2015; Wang & Lieberoth, 2016). However, Ismail and Mohammad (2017)
argue that students perceive Kahoot! as fun and effective platform providing immediate feedback and conclude that
“Kahoot! is a promising formative assessment tool that is feasible, practical, fun, and enjoyable” (p.19). Jui-Mei et al.
(2011) point out that the performance of students who learn using game-based learning platforms is better as
compared to those who learn using traditional methods.
Interpretation of key findings in terms of the adopted theoretical framework
As indicated earlier, the study is underpinned by the Assessment for Formative Purposes Cycle proposed by Harlen
(2006) as the underlying theoretical framework. In terms of framework, the learning goals were clearly stipulated
and communicated to the students before engaging in Kahoot! activities. Students’ overall performance in online
quizzes and interview responses highlighted the existence of pervasive knowledge gaps which required provision of
additional opportunities to address through coherent deployment of appropriate remedial interventions. Inadequate
students’ overall performance in the initial online quiz required professional judgment to be made on their
achievement before proceeding to the next learning steps. The identification of factors that influenced the
performance of students in the initial stages paved the way for putting appropriate measures in place to enhance
subsequent students’ overall performance. Professional judgement of students’ achievement provided opportunities
to critically reflect on appropriate adjustments to be implemented. The implementation of appropriate adjustments
engendered improved students’ overall performance in subsequent stages. Improved students’ overall performance in
subsequent stages implies that careful consideration ought to be given to the following aspects when using Kahoot!
as a formative assessment tool in teaching and learning, namely: student activities, collection of evidence related to
goals, interpretation of evidence, decisions about next steps, and decisions about how to take next steps.
7. Conclusion
The use of Kahoot! as a formative assessment tool during remote teaching and learning serves to enhance students’
engagement and motivation. In addition, the use of Kahoot! provides opportunities to address pervasive knowledge
gaps as evidenced by students’ positive disposition about the effectiveness of Kahoot! as a game-based learning
platform. Sustainable use of Kahoot! served to improve students’ overall performance. In addition, the use of Kahoot!
provided opportunities for students to actively engage and work collaboratively as a community of practice. There is
a critical need to harness pedagogical affordances of game-based learning platforms such as Kahoot! to maximize
students’ academic experience in higher education with a view to ensure epistemic and epistemological access. In
particular, game-based learning platforms can be utilized to demystify abstract scientific concepts. Harnessing
pedagogical affordances of game-based learning platforms such as Kahoot! can serve as an innovative catalyst for
fostering meaningful science teaching and learning within the broader South African context.
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