Abstract: Over the past 20 years, internet has seen continual advancement and with the advent of online technology, various types of web-based games have been developed. Games are frequently being used among different age groups from baby boomers to generation Z. Games are not only used for entertainment but also utilized as a learning approach transmitting education to a level that is more interesting and effective for students. One of the popular web-based education games is Kahoot with growing popularity and usage, which is being used in different fields of studies. However, little knowledge is available on university students’ perception of Kahoot environment and application for learning subjects. Hence, the objective of the current study is to investigate students’ perceptions of Kahoot application and environment as a learning tool. The study employed a survey approach by distributing Google Forms –created questionnaire, with high level of reliability index, to 62 students (11 males and 51 females). The findings show that students have positive attitudes towards Kahoot application and its environment for learning. Regarding Kahoot application, it was indicated that activities created using Kahoot are more interesting for students, Kahoot is useful for collaborative learning, and Kahoot enhances interest in learning lesson. In terms of Kahoot environment, it was found that using this application through mobile is easy for students, its design is simple and useful, Kahoot-created activities can easily be shared, and the application can easily be used on any platform. The findings of the study have implications for instructors, policymakers and curriculum developers.
Abstract: Electronic Response Systems such as Kahoot, Poll
Everywhere, and Google Classroom are gaining a lot of popularity
when surveying audiences in events, meetings, and classroom. The
reason is mainly because of the ease of use and the convenience these
tools bring since they provide mobile applications with a simple user
interface. In this paper, we present a case study on the effectiveness
of using Electronic Response Systems on student participation and
learning experience in a classroom. We use a polling application
for class exercises in two different technology-oriented classes. We
evaluate the effectiveness of the usage of the polling applications
through statistical analysis of the students performance in these two
classes and compare them to the performances of students who
took the same classes without using the polling application for class
participation. Our results show an increase in the performances of the
students who used the Electronic Response System when compared
to those who did not by an average of 11%.