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    Use of the game-based learning platform KAHOOT! to facilitate learner engagement in animal science students

    Cameron, Kristie; Bizo, L.A.

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    Cameron, K. (2019).pdf (166.1Kb)
    Date
    2019-05-15
    Citation:
    Cameron, KE., & Bizo, LA. (2019). Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students. Research in Learning Technology, 27, 1-14. doi:doi.org/10.25304/rlt.v27.2225
    Permanent link to Research Bank record:
    https://hdl.handle.net/10652/4912
    Abstract
    Gamification of instructional activities is a useful approach that educators can use to promote more effective learning environments by increasing problem-solving, critical thinking and competence in the classroom. ‘KAHOOT!’ is an online multi-player real-time quiz game that allows students to measure learning in an engaging, immediate and entertaining manner. Lecturers can measure how well students absorb information and tailor their teaching to the next step or re-teach a concept after poor uptake by students. Seventy-two students participated in a 20-question survey about their experiences with ‘KAHOOT!’. Engagement scores were correlated with assessment grades to measure if ‘KAHOOT!’ affected student learning and achievement. The survey was deemed statistically sound in reliability and validity testing, and a principal components analysis (PCA) revealed that the attributes were strongly linked. There was no relationship between engagement score and assessment grade, indicating that ‘KAHOOT’!’ did not directly increase achievement. However, assessment of individual responses identified that students found it to be a positive social learning technology as it provided a fun, competitive and immersive end to a class. The benefits of fostering engagement, enjoyment and immersion within adult learning are especially important for maintaining a level of achievement within education to ensure that students are better equipped to deal with challenges and can turn a potential failure into an opportunity to improve their scholarship. The challenge provided by this study is to identify now how to measure the value of ‘fun’ activities in the tertiary classroom as a reinforcer for engagement, participation and learning.
    Keywords:
    animal science students, animal health and welfare education, educational technology, gamification, game-based learning, KAHOOTI! ( (Collaborative learning platform), student engagement, assessment
    ANZSRC Field of Research:
    130306 Educational Technology and Computing, 070207 Humane Animal Treatment
    Copyright Holder:
    © 2019 K.E. Cameron and L.A. Bizo

    Copyright Notice:
    This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
    Available Online at:
    https://journal.alt.ac.uk/index.php/rlt/article/view/2225
    Rights:
    This digital work is protected by copyright. It may be consulted by you, provided you comply with the provisions of the Act and the following conditions of use. These documents or images may be used for research or private study purposes. Whether they can be used for any other purpose depends upon the Copyright Notice above. You will recognise the author's and publishers rights and give due acknowledgement where appropriate.
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    • Natural Sciences Journal Articles [149]

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