2023
DOI: 10.1186/s12909-023-04379-x
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Performance in Kahoot! activities as predictive of exam performance

Abstract: Background Game-based learning (GBL) is effective for increasing participation, creativity, and student motivation. However, the discriminative value of GBL for knowledge acquisition has not yet been proven. The aim of this study is to assess the value of Kahoot! as a discriminative tool for formative assessment in medical education in two different subjects. Methods A prospective experimental study was conducted on a sample of 173 students enrolle… Show more

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Cited by 6 publications
(3 citation statements)
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References 36 publications
(21 reference statements)
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“…in enhancing science education among fifth-and sixth-grade students adds a valuable dimension to this ongoing discourse. While our findings are in agreement with the positive outcomes highlighted by many studies, such as Garza et al [36], who documented enhanced motivation and academic performance through game-based learning experiences, they also provide new perspectives on the influence of demographic factors, such as grade level, in mediating learning outcomes. This aspect of our research offers a distinctive contribution by underscoring how younger learners might uniquely benefit from gamified learning environments, an area less explored in existing literature.…”
Section: Discussionsupporting
confidence: 92%
See 1 more Smart Citation
“…in enhancing science education among fifth-and sixth-grade students adds a valuable dimension to this ongoing discourse. While our findings are in agreement with the positive outcomes highlighted by many studies, such as Garza et al [36], who documented enhanced motivation and academic performance through game-based learning experiences, they also provide new perspectives on the influence of demographic factors, such as grade level, in mediating learning outcomes. This aspect of our research offers a distinctive contribution by underscoring how younger learners might uniquely benefit from gamified learning environments, an area less explored in existing literature.…”
Section: Discussionsupporting
confidence: 92%
“…The integration of digital tools in education, particularly through gamified learning, has been the focus of numerous studies, revealing a spectrum of outcomes on student engagement and learning achievements [35][36][37]. Our study on the impact of Kahoot!…”
Section: Discussionmentioning
confidence: 96%
“…A ampliação do uso de tecnologias possui a capacidade de fortalecer as habilidades dos estudantes de Odontologia por meio da realização de educação odontológica continuada, trabalhos, avaliações formativas, descrições de casos e suas modalidades de tratamento 24 . Estudos já demonstraram que o uso Kahoot!, por exemplo, ferramenta utilizado na aprendizagem baseada em jogos, melhorou a nota final em disciplinas de educação médica 25,26 . Um estudo realizado com estudantes de Odontologia da Turquia concluiu que os alunos estão dispostos e ansiosos para utilizar tecnologias móveis no processo de ensino 27 .…”
Section: Discussionunclassified