License: Creative Commons Attribution 4.0 International license (CC BY 4.0)
When quoting this document, please refer to the following
DOI: 10.4230/OASIcs.ICPEC.2023.8
URN: urn:nbn:de:0030-drops-185042
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2023/18504/
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Portela, Filipe

A New Approach to Perform Individual Assessments at Higher Education Using Gamification Systems

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OASIcs-ICPEC-2023-8.pdf (1 MB)


Abstract

Assessment is a crucial element of the educational process, but traditional pen-and-paper tests have limitations in promoting active learning and engagement. To address this challenge, the use of online gamification platforms has increased. In this context, this study explores the effectiveness of Kahoot! for assessment exercises (AE) in higher education. These experiments occurred over three years, included five courses with computer science subjects and had 507 participants. Overall, 97.04% of students achieved a grade higher than ten, and only four failed. The results show that Kahoot! can promote engagement, motivation, and learning outcomes, and its use is well-received by students - 78.70% of students enjoyed this approach, and only 8.68% of participants disliked it. The study’s findings provide valuable insights into using Kahoot! as Student Response System for testing in higher education, with implications for developing new and innovative approaches to assessment and evaluation.

BibTeX - Entry

@InProceedings{portela:OASIcs.ICPEC.2023.8,
  author =	{Portela, Filipe},
  title =	{{A New Approach to Perform Individual Assessments at Higher Education Using Gamification Systems}},
  booktitle =	{4th International Computer Programming Education Conference (ICPEC 2023)},
  pages =	{8:1--8:12},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-290-7},
  ISSN =	{2190-6807},
  year =	{2023},
  volume =	{112},
  editor =	{Peixoto de Queir\'{o}s, Ricardo Alexandre and Teixeira Pinto, M\'{a}rio Paulo},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/opus/volltexte/2023/18504},
  URN =		{urn:nbn:de:0030-drops-185042},
  doi =		{10.4230/OASIcs.ICPEC.2023.8},
  annote =	{Keywords: TechTeach, Information Systems, Gamification, Higher Education Assessment Tools, Kahoot!}
}

Keywords: TechTeach, Information Systems, Gamification, Higher Education Assessment Tools, Kahoot!
Collection: 4th International Computer Programming Education Conference (ICPEC 2023)
Issue Date: 2023
Date of publication: 09.08.2023


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