2019
DOI: 10.1186/s12909-019-1658-z
|View full text |Cite
|
Sign up to set email alerts
|

Using Kahoot! as a formative assessment tool in medical education: a phenomenological study

Abstract: Background Gamification is an increasingly common phenomenon in education. It is a technique to facilitate formative assessment and to promote student learning. It has been shown to be more effective than traditional methods. This phenomenological study was conducted to explore the advantages of gamification through the use of the Kahoot! platform for formative assessment in medical education. Methods This study employed a phenomenological design. Five focus groups were… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

9
128
0
14

Year Published

2020
2020
2024
2024

Publication Types

Select...
7

Relationship

0
7

Authors

Journals

citations
Cited by 123 publications
(151 citation statements)
references
References 17 publications
9
128
0
14
Order By: Relevance
“…This data suggests that this platform is perceived as a promising tool to support both teachers and students to strengthen greater communication among them. This finding is in line with several recent literature (Ismail et al, 2019;Licorish et al, 2018;Wang, 2015), in which Kahoot can enable social connectivity among them.…”
Section: Discussionsupporting
confidence: 93%
See 3 more Smart Citations
“…This data suggests that this platform is perceived as a promising tool to support both teachers and students to strengthen greater communication among them. This finding is in line with several recent literature (Ismail et al, 2019;Licorish et al, 2018;Wang, 2015), in which Kahoot can enable social connectivity among them.…”
Section: Discussionsupporting
confidence: 93%
“…Not surprisingly, statistics reported that approximately over 50 million users in over 180 countries played Kahoot (Kinder & Kurz, 2018). Also, Kahoot allows the instructors to both introduce new concepts and assess to what extent the students master the materials through game-based quizzes in the forms of surveys, quizzes, and discussions with the high-quality of multimedia files displayed in great graphical resolution (Batsila & Tsihouridis, 2018;Felszeghy et al, 2019;Ismail et al, 2019;Plump & LaRosa, 2017;Tsihouridis et al, 2018).…”
mentioning
confidence: 99%
See 2 more Smart Citations
“…Gamification refers to using game design elements in an effective way to augment the traditional medical education approach to patient safety and competency-based education in a way that limits learner burnout while creating a sense of fun that promotes ongoing participation and engagement [7][8]. Several forms of gamification reported in the literature include using social media platforms such as Twitter, Kahoot!, 'escape rooms', team-based skills, ultrasound, and trivia competitions [9][10][11][12][13][14]. Another published method of increasing learner engagement and retention is for senior residents to collaborate with faculty to create interactive workshops and shape curriculum development [15].…”
Section: Introductionmentioning
confidence: 99%