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dc.contributor.authorWang, Alf Inge
dc.contributor.authorTahir, Rabail
dc.date.accessioned2020-03-09T13:10:05Z
dc.date.available2020-03-09T13:10:05Z
dc.date.created2020-03-02T12:15:28Z
dc.date.issued2020
dc.identifier.issn0360-1315
dc.identifier.urihttp://hdl.handle.net/11250/2646041
dc.description.abstractKahoot! is a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular game-based learning platforms, with 70 million monthly active unique users and used by 50% of US K-12 students. Since the platform was released in 2013, many studies have been published on the effect of using Kahoot! in the classroom, but so far, no systematic analysis of the results. This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and students' anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students’ anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.nb_NO
dc.language.isoengnb_NO
dc.publisherElseviernb_NO
dc.relation.urihttps://bit.ly/2ljrh5l
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleThe effect of using Kahoot! for learning - A literature reviewnb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionpublishedVersionnb_NO
dc.source.volume149nb_NO
dc.source.journalComputers & Educationnb_NO
dc.identifier.doihttps://doi.org/10.1016/j.compedu.2020.103818
dc.identifier.cristin1798900
dc.description.localcode© 2020 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY licensenb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode2


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