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Nelson Final Project Report
Nelson Final Project Report
During my three years of teaching in 6th Grade Science, I have used gamified
educational games to review with my students for quizzes or tests. I have mostly used
Gimkit because students are fully engaged in the activity and seem to understand the
information while they play the review game. However, when students complete their
assessments, I see inconsistencies with their scores and how they seem to understand
the topic during the Gimkit review. What I have noticed over time is when students miss
a question on Gimkit, they don’t take the time to read what the correct answer is
because they are solely focused on winning the game instead of the educational value
of the game. This led me to my question: Does playing Kahoot for review at least
once a week increase unit test scores? My goal for this investigation is to see if a
more educational centered review game such as Kahoot can impact overall test scores
in my students during our Plant, Protist, and Fungi Unit. My research was conducted
during our hybrid model where I saw half of my students two days a week. I conducted
my research by splitting my four classes into two groups. My first and second academic
classes, 50 students in total, only played Kahoot when we reviewed whereas my third
and fourth academic classes, 49 students in total, played Gimkit when we reviewed.
Review of Literature
search scholarly literature that could give me insight into answering my question. It was
interesting how many scholars have researched this question and the conclusions they
made. Here are the five scholarly articles that aided in finding the answer to my
research question.
The first article I researched was entitled, Analyzing the Efficacy of the Testing
Vuong. This article explores how utilizing Kahoot can make an impact on high-stakes
examination scores. The research study focused on analyzing two groups of students;
one group received content through Kahoot, group discussions, and lectures while the
second group received content through only lectures and group discussions. For the
last ten minutes of pre-determined classes, the experimental group played a seven
question Kahoot game while the other group continued through with lectures. At the end
of the experiment, the control group received a study guide for the test whereas the
experimental group played all of the Kahoot review games without a study guide. The
results from the experiment concluded that utilizing Kahoot had a significant impact on
the experimental group's test scores compared to the control group's scores.
Instruction with Different Interactive Response Systems: The Views of Social Sciences
Teacher Candidates by Çetin & Solmaz. This article focused on 23 teacher candidates
evaluating gamification-based interactive response systems (IRS) tools for three weeks.
These candidates were taught how to use a variety of these tools including Kahoot
while looking at Gagne's nine instructional steps. Then, they created question activities
for their peers to participate in. Data was collected from an open-ended questionnaire
on each of the IRS tools presented. The results found that Kahoot mostly contributed to
gaining attention, providing learning guidance, assessing performance, enhancing
Students' Learning by Owen & Licorish. This article investigated how Kahoot could
increase student learning and knowledge retention higher than traditional methods. The
study also looked at whether the positive impacts of Kahoot change with student
subject-knowledge between junior and senior students. 27 students in total used Kahoot
in seven lectures for 30 minutes and were interviewed about what they thought about
Kahoot's effectiveness. The results found that Kahoot increased student learning and
knowledge retention. Senior students thought Kahoot was more useful in learning new
content and reviewing previous knowledge. However, junior students had concerns with
Kahoot in the limited and shallow content coverage, time-consuming, and how the game
was distracting even though they also experienced positive learning from Kahoot.
The fourth article that I researched was entitled, Investigating the Effectiveness
Collaborative Learning Environments by Uz Bilgin & Gul. This article aimed to investigate
gamification and its effect on student attitudes towards academic achievement, the
course, group cohesion, and group learning environments. One group of students
utilized gamification in the class whereas the second group only utilized traditional
learning. The study found no significant difference in terms of student attitude toward
the course and group learning environments, however the gamified group outscored the
Yabuno, Luong, & Shaffer. The goal of this study was to analyze the impact of a
traditional student response system (iClickers) and a gamified student response system
(Kahoot) with student performance. The in-class active learning utilized both iClicker
questions and Kahoot questions. On each day, students were given iClickers questions
over 23 days and during seven non-consecutive days, students played Kahoot games.
The study found that both systems had similar exam scores with similar ratings in fun
and effectiveness. However, students thought Kahoot should be used less frequently in
class compared to iClickers due to a sense of a "burn out" or "wear out" effect.
educational game for students because I may not see the results that I hypothesized at
the beginning. Unfortunately, I didn’t receive the results that I initially predicted and my
responses.
Methodology
conducted my investigation during a hybrid model instruction where I only saw half of
my students two days a week in class. To create my groups for the investigation, I split
group. The other groups of students collectively that overperformed were placed in the
Gimkit review group. I utilized both educational games as an exit slip at the end of a
lesson and as a warmup activity to review the previous topic discussed in class. To
monitor progress of my students, I analyzed the quantitative data collected by our 6th
Grade department. The assessments created by our department were assigned through
USA TestPrep with roughly 10-12 questions on a quiz to 25-30 questions on a test that
were all multiple choice. For the final unit test, I administered the Common Assessment
developed by the district to test each student’s understanding of the standards covered
throughout the Plant, Protist, and Fungi Unit. The Common Assessment data collected
were used to measure whether or not playing Kahoot for review at least once a week
increased unit test score. For qualitative data, I administered a Google Form survey with
exit slip style questions that asked students to describe their thoughts on whether or not
the Kahoot review games helped them understand and retain the content knowledge
covered in the tests, quizzes, and Common Assessment. I also implemented a Google
Form survey for my Gimkit group to compare data on how students felt prepared for the
Common Assessment and whether they thought they could have been more prepared
playing Kahoot for review. Here are the links to each Google Form administered to my
I also compiled qualitative data from observations and class discussions while
walking around the room when students were completing their review game and
throughout the duration of the game. For my Kahoot group, I was taking mental and
physical notes on how many students would drop out of the game to get on a different
website or students who were not answering questions all together. I also was taking
notes of a percentage of students who were participating during our discussions and
those who were not participating. For my Gimkit group, I was analyzing the number of
students who would skip questions they missed throughout the game and compared it
to those who stopped and read the correct answer. I also analyzed if students would
drop out of the game and get on a different website to compare the difference between
Analysis
qualitative data while students were working in the review game, and conducting a
student survey, I began to analyze the data. When looking at the quantitative data, I
went onto Performance Matters to analyze how each of my groups did collectively
against not just the other classes, but even the school average and district average.
While the data showed that students who used Kahoot to review for this unit test were
lower than the Gimkit group, these students did considerably better than the school
average. Even though this data shows that Kahoot may not be the best educational
game to play for review, the qualitative data showed that students like Kahoot in the fact
that they enjoy having the teacher go over each question especially when they get the
question wrong.
Quantitative Data
Qualitative Data
Kahoot Group
*Scale: 5- Very Much / 1- Not at All
Gimkit Group
*Scale: 5- Very Much / 1- Not at All
Findings
After analyzing both the quantitative and qualitative data, I was able to determine
that even though my Kahoot group didn’t score higher on the unit test compared to my
Gimkit group, however the Kahoot group did better than the district average. In looking
consistently in the 70-79% class average range whereas the Gimkit group ranged from
74-85% class average. From looking at data from previous units, my Kahoot group was
still in the 70% percentages as a class. This tells me that playing Kahoot as long as we
did during this unit didn’t increase student performance. From looking at the qualitative
data, 51% of the class thought that Kahoot prepared them well for the test. This was
interesting to me because I used the same questions for both Kahoots and Gimkits. I
also thought it was interesting how the majority of the students would like for me to
incorporate Kahoot more in my class, however they prefer the Gimkit style self-paced
game. This aligns with my findings while I was observing the students while they were
playing Kahoot compared to Gimkit. Roughly 48% of my Kahoot students said that they
were “burnt out” by playing Kahoot as much as we did in class. These findings also
align with Yabuno, Luong, & Shaffer when they talked about the “burn out” effect of
playing Kahoot by stating, “With regards to Kahoot!, “wear out” may occur if it is played
too often and thus students lose interest and are not as enthusiastic about Kahoot! as
they were initially. Indeed, in this study, while we did not measure longitudinal
engagement with Kahoot!, we did anecdotally notice that students were not as
motivated to play Kahoot! near the end of the course after it had been used multiple
times” (Yabuno, Luong, & Shaffer, 2019). With regards to aiding my lower achieving
students, or my Kahoot group, utilizing solely digital review games such as Gimkit and
Kahoot don’t positively affect their scores. Even though students are engaged
throughout the review game when we play them, I need to incorporate more station or
small group rotations to review the content and to ensure that the students are retaining
Çetin, E., & Solmaz, E. (2020). Gamifying the 9 Events of Instruction with Different
Interactive Response Systems: The Views of Social Sciences Teacher
Candidates. Malaysian Online Journal of Educational Technology, 8(2), 1–15.
Iwamoto, D. H., Hargis, J., Taitano, E. J., & Vuong, K. (2017). Analyzing the Efficacy of
the Testing Effect Using Kahoot™ on Student Performance. Turkish Online
Journal of Distance Education, 18(2), 80–93.
Owen, H. E., & Licorish, S. A. (2020). Game-Based Student Response System: The
Effectiveness of Kahoot! on Junior and Senior Information Science Students’
Learning. Journal of Information Technology Education: Research, 19, 511–553.
Uz Bilgin, C., & Gul, A. (2020). Investigating the Effectiveness of Gamification on Group
Cohesion, Attitude, and Academic Achievement in Collaborative Learning
Environments. TechTrends: Linking Research and Practice to Improve Learning,
64(1), 124–136.
Yabuno, K., Luong, E., & Shaffer, J. F. (2019). Comparison of Traditional and Gamified
Student Response Systems in an Undergraduate Human Anatomy Course.
HAPS Educator, 23(1), 29–36.