Professional Documents
Culture Documents
Implementing Kahoot! To Raise Test Scores
Implementing Kahoot! To Raise Test Scores
Introduction
It goes without saying that most students love technology, so what better way to help
students prepare for a test than with an interactive review game of Kahoot!. The thought of
utilizing this instructional technology raised the question Does using Kahoot for Social Studies
test review improve learner performance? I wanted to see if my students’ test scores improved
when the test review was in the form of the Kahoot! game versus a traditional study guide that
they completed. This year we began a new Social Studies curriculum in our 3rd grade classrooms.
We have noticed that our students are struggling to retain the information with the way it is
currently being taught. The curriculum includes articles that students have to read to learn the
information. We feel that students need extra tools to sufficiently understand and retain the
content. The constituents are a group of fifteen third graders in my Social Studies class.
Review of Literature
Before beginning the research, I reviewed scholarly literature to see what other intellects
had to say about this topic. The key findings from previous research helped guide and support
me when making decisions about implementing the technology and the possible outcomes.
The first article I reviewed by Baszuk and Heath (2020) was a study that was conducted
to test whether or not using Kahoot! in a college classroom would increase student engagement
and understanding, and ultimately, student test scores. The researchers wanted to compare
Kahoot! was used to review content and as a refresher tool to begin classes. This study found that
teaching with Kahoot! helped gain student attention, as well as improve learning engagement,
questioning, and exam grades. Additionally, the article describes changes to the course material
that were made to help student understanding as a result of the insights gained from using
Kahoot!. After reviewing this study, I felt I was supported in feeling that utilizing Kahoot! was a
Additionally, Bawa, P. (2019) held a study to explore if students had higher performance
outcomes when using a Kahoot! versus not, and to find out what learners found interesting and
challenging about this tool. Participants of the study were 96 undergraduate students in a
business class. Researchers used a mixed-methods approach to test their hypotheses. For seven
weeks leading up to the final exam of the course, Kahoot! was used with the experimental group.
The researchers explained that the motivation from using Kahoot! helped improve learner
performance. Findings from the study show that students in the experimental group had higher
final exam scores than that of the control group. This source helped me in deciding to get student
feedback about their feelings towards reviewing with Kahoot! in the form of a survey, which
Another scholarly piece of literature by Turan and Meral (2018), gave me great insight
when it came to my own research question about whether utilizing Kahoot! would increase test
scores versus a study guide. The study conducted in this source was to see the effects of online
student response systems both with and without being based on games. The study looked at
achievement, engagement, and test anxiety levels of students. The findings showed that the
group of students that used a game-based student response system (Kahoot!) had greater levels of
achievement and engagement and lower levels of test anxiety compared to the group of students
Mays, Yeh, and Chen (2020) discuss a study that was conducted to examine the effects of
using an Audience Response System (Kahoot!) and Student-Generated Questions on the readings
comprehension of sixth grade English Language Learners. According to the study, the use of
Kahoot! creates a student-centered approach to learning that facilitates immediate feedback and
can reveal gaps in knowledge. Based on the collected data, researchers found that students
reading comprehension scores in the experimental group did not show significant differences
from the control group. However, students in the experimental group had much greater gains in
their frequency of collaboration. After reviewing the collected data results, I felt assured that
Iwamoto, Hargis, Taitano, and Vuong (2017) conducted research to see how students
tested when given Kahoot! quizzes during the last ten minutes of class rather than having the
lecture continue until the end. Results showed that using Kahoot! had a significant positive effect
on test scores. Using feedback provided by the groups, it was apparent that the more active the
learning process, the more the more effective the method proved to be. Using games in the
classroom to create a fun and engaging environment has shown to be effective in improving
academic performance. This article again solidified my decision in getting student feedback after
After researching the articles based on my research question, my findings have shown
that by using Kahoot! for test reviews, learner performance will improve as long as the Kahoots
aren’t used in isolation but are combined with quality instructional design. The articles also
suggest that based on Kahoot! results, changes to course material in the future may be possible.
Also, immediate feedback reveals gaps in student understanding/learning and can guide more
purposeful instruction. The studies seem to support my research question and the key findings in
Methodology
I developed a plan to use the same group for my control group and experimental group.
While this would typically be discouraged, I had to think realistically. My research was
conducted on a group fifteen third grade students who range in ages eight to ten. In our school,
we do not switch classes for Social Studies, so I was unable to have my two groups separated.
Due to the age level of my constituents, only allowing half of the class to review with Kahoot!
was not an option. I also was unable to use prior years’ test scores as historical data for a couple
of very important reasons. One reason was because we implemented a new Social Studies
curriculum this year, so content is different and the other reason being how the pandemic
My plan included to first introduce study guides as the review tool. Study guides were
sent home for students to complete and return on review day. Content was taught for three days,
review of the study guide was on day four and the assessment took place on day five. After the
first four weeks were up, Kahoot! was introduced as the review tool. The same timeline took
place for instruction, review, and assessments as when the study guide was being used.
Questions that were used on the study guide and Kahoot! were similarly structured to include
key concepts, vocabulary, and questions from the Studies Weekly unit.
To obtain quantitative data, I compared student test scores from their weekly assessments
during the weeks that the study guides were used and the weeks where Kahoot! was
implemented. Due to the hybrid model from the beginning of the year, it was the better choice to
compare data during the research period rather than compare test scores to the beginning of the
year. Delivery of the content looked very different and test scores wouldn’t be reliable for this
research.
To collect qualitative data to triangulate my study, I both observed my students and gave
student surveys. While observing my students, I looked to see how fast students were answering
questions and how focused they were on the assessments over the course of the research period.
When surveying students, feelings of the subject area where asked along with the feelings on test
scores and feeling prepared. Another survey was given to gather information about the feelings
toward using Kahoot!. The overwhelming response was just as I had hypothesized; that students
enjoy being on technology and having an interactive way of reviewing material and it was
and collecting quantitative and qualitative data, I began to analyze the data.
The first part of analyzing began with the quantitative data by reviewing test scores from
the weeks where the study guide was utilized and then compare them to the weeks where
Kahoot! was utilized. The data shows a remarkable difference in class averages. The table below
shows the class average for each week a Social Studies test was administered. The data in blue
are the weeks where students reviewed with a study guide. The data in red shows the weeks
CLASS
Study AVERAGES
Guide vs. Kahoot!
Class Averages
5) Findings - What did you learn from this investigation and what are the implications for your
professional practice? How do your findings relate to those reported in the literature? What
decisions have you made and what actions will you take?
85%
What additional questions
96% does your
85%
78% 73% 75% 80%
project raise that 61%
you would like to answer in future inquiry?
WEEK ONE WEEK TWO WEEK THREE WEEK FOUR WEEK FIVE WEEK SIX WEEK SEVEN WEEK EIGHT
The next part of analyzing came when I reviewed the student surveys and reflected on
class observations over the time period of the research. At the beginning of the research period, I
was able to observe that students seemed reliant on using their newspapers to find answers and
weren’t very confident in recalling the information. After Kahoot! was implemented students
seemed to use the newspapers as a way to check themselves after answering the questions. When
it came to the surveys, students were honest with their feelings of the subject Social Studies as
well as the gamified review for their tests. The charts below show the questions asked and how
students answered.
Analyzing this data shows that more students felt confident and prepared for their test
after reviewing with Kahoot!. This was supported with the classroom observations I made with
how students were taking their tests and using their resources during the assessments.
Findings
What I learned from this investigation was that students performed better on assessments
when they reviewed with the instructional technology tool Kahoot!. This is consistent with the
study from Baszuk and Heath (2020). I also learned that my findings were consistent with those
of Turan and Meral (2018). Students felt less anxious and more prepared and confident when
taking their tests after a gamified review. Reflecting on these findings from my research has
allowed me to reflect and make changes to my current methods of teaching. It has given me the
scientific evidence that reviewing material in a game like review, will help my students stay
engaged and aid in the comprehension process of the material. It was also evident and supported
that students enjoy this form of reviewing, which is consistent with the findings from the study
of Bawa, P. (2019). Implementing a gamified review with an instructional technology tool such
as Kahoot! was beneficial for students in many ways. Students felt more confident, more
prepared and had fun while getting ready for their upcoming assessments. The student surveys
also show that some students do prefer the use of study guides, so going forward I intend to
Works Cited
Baszuk, P. A., & Heath, M. L. (2020). Using Kahoot! to Increase Exam Scores and Engagement.
Journal of Education for Business, 95(8), 548–552.
Bawa, P. (2019). Using Kahoot to Inspire. Journal of Educational Technology Systems, 47(3),
373–390.
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.
Mays, B. R., Yeh, H.-C., & Chen, N.-S. (2020). The Effects of Using Audience Response
Systems Incorporating Student-Generated Questions on EFL Students’ Reading Comprehension.
Asia-Pacific Education Researcher, 29(6), 553–566.
Turan, Z., & Meral, E. (2018). Game-Based versus to Non-Game-Based: The Impact of Student
Response Systems on Students’ Achievements, Engagements and Test Anxieties. Informatics in
Education, 17(1), 105–116.