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Copyright: ©Journal of Advances in Medical Education & Professionalism. This is an Open Access article distributed under the terms of
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Lohitharajah J et al. Utilizing gamification effect through Kahoot in remote teaching
significant attention and engagement of adult and efficient e-learning tool that enhances
learners for a long period of time (4). learning via increasing students’ engagement
In medical education, gamification strategies and motivation for active participation during
are implemented to teach different topics and face-to-face classroom teaching (10, 11, 15, 17).
specialities to different levels of trainees, including However, the Kahoot platform has been
undergraduates, postgraduates and residents (5- predominantly used and investigated in a face-
11). Systematic reviews of gamification effects face classroom. It is essential to investigate
in the health professions education showed that Kahoot’s gamification effect in the pure online
gamification is a promising way to improve medical education environment. Thus, this
learning outcomes by strengthening learning pilot study aims to use Kahoot as a formative
behaviours and attitudes towards learning (3, 12). assessment tool in remote teaching for the first
Formative assessment is one of the time and explore the students’ perceptions.
indispensable attributes of education, where
gamification strategies are widely used. Formative Methods
assessment enhances student learning through Study setting and population
constructive feedback and prepares students for A mixed-methods study was carried out
summative assessments (13, 14). Technology- among third-year medical students of the Faculty
enabled assessment has its own benefits over of Health-Care Sciences (FHCS), Eastern
paper-based assessments, such as improving University, Sri Lanka, following a formative
motivation, promoting engagement, and enabling assessment on immunology in August 2021.
effective feedback and learner-centeredness Bachelor of Medicine, Bachelor of Surgery
(15). Kahoot is one of the emerging game-based (MBBS) curriculum of FHCS is organised into
learning platforms widely used for formative three phases; namely, phase I (Pre-clinical), phase
assessment. It is a free, real-time, game-based II (Para-clinical) and phase III (Clinical) with
learning platform which is easy to use. The teacher numerous formative and continuous assessments
needs to sign up on https://kahoot.com/ to create and four summative assessments of learning
an account, while the students do not require an and the duration of the MBBS program is ten
account to sign in or download the application. semesters (5 years). Immunology is taught in the
The teacher can create quizzes, surveys or 5th semester (3rd year) during the para-clinical
discussions with an interface designed in English, phase. A teacher administering the module is
and the generated game pin is the key for students given the responsibility of designing the formative
to join the game. Students can enter into the game assessment of each module.
with their preferred nicknames that appear on the
board, and background music plays throughout Study procedure
the game. The above features make the learning Kahoot teacher account was created after
environment live and enhance active participation free signing up in ‘https://kahoot.com/’. Kahoot
and motivation. Players (students) compete with quiz was created at the ‘https://create.kahoot.it’,
each other and the top responders for each question consisting of ten multiple-choice questions with
based on the correct answer and how quick they pictures, and each question being timed for 90
respond are revealed and the overall winners are seconds. The students were informed regarding
displayed on scoreboards at the end of the game. the Kahoot based formative assessment a week
The Kahoot environment encourages the students earlier, and options were given to use one or two
to solve the problem faster. The Kahoot quizzes devices for Zoom. The Kahoot operation steps
can be played on any device and any location; were discussed through a WhatsApp group. A
however, an uninterrupted internet connection zoom meeting was scheduled to conduct the
is necessary, which is the main challenge for this formative assessment, and the meeting link was
application (16). sent to the students. Instruction on how to join
Literature suggests that Kahoot is relatively the Kahoot game was given to the students at the
new to medical education and is being beginning of Zoom meeting. The students were
used as a teaching-learning tool in different requested to join the Kahoot game by entering
disciplines, namely histology, pathology, the game pin in ‘https://kahoot.it/’. The Kahoot
pharmacology, microbiology and immunology (teacher’s) screen with game pin and questions
since 2017. COVID-19 pandemic has flipped was shared through Zoom.
the face-to-face mode of educational delivery A batch of 3rd-year students who attended the
into online. The transition from on-campus quiz was invited to participate in this study. A
learning causes a lack of attention, less total of 72 students consented and enrolled as
engagement and isolation. Kahoot is a feasible convenience samples in the study. Data collection
Table 1: Demographic data, type devices used during quiz and generic feedback
Variable Subscale Responses in % (n)
Gender Male 38.9 (28)
Female 61.1 (44)
Ethnicity Sinhalese 59.7 (43)
Tamils 30.6 (22)
Muslims 9.7 (7)
Age 23-24 34.7 (25)
25-26 61.1 (44)
27-28 4.2 (3)
Type of devices used I used the same mobile phone for zoom and Kahoot 31.9 (23)
during Kahoot Quiz I used two different phones for zoom and Kahoot 29.2 (21)
I used the same computer for zoom and Kahoot 8.3 (6)
I used computer for zoom and phone for Kahoot 20.8 (15)
I used phone for zoom and computer for Kahoot 9.7 (7)
Generic feedback How fun was it? Brilliant 19.4 (14)
Really Good 34.7 (25)
Good 40.3 (29)
Not very good 4.2 (3)
Awful 1.4 (1)
Did you learn something? Yes 95.8 (69)
No 4.2 (3)
How would you recommend it? Strongly 26.4 (19)
Recommend 58.3 (42)
Undecided 8.3 (6)
Slightly 2.8 (2)
Not at all 4.2 (3)
How did you feel? Happy 73.6 (53)
Normal 20.8 (15)
Sad 5.6 (4)
by the medical students. The themes and sample session. In a virtual classroom, since students
quotes are mentioned in Table 3. cannot see each other, they may feel lonely, and
the teacher does not know how much students are
Discussion involved with teaching-learning activities (25).
Kahoot is a readily available game-based When a student sees others’ (nick) names on the
learning tool used in medical education to Kahoot screen, he or she feels connected with
add liveliness, student engagement, and meta- others in the classroom (20). The sound at each
cognitive supports with the limited requirements submission of the answer keeps the environment
of instructor or student training. The gamified alive and gives the alarm to the teacher regarding
approach motivates the students to engage students’ participation (26).
with their learning by flipping the classroom, The present study revealed that Kahoot is
empowering the learners, and enabling them to an effective method to provide feedback. The
learn better than those who learn using traditional prevailing literature affirmed this notion as
methods (18). Due to technological simplicity and Kahoot is an effective tool to achieve the main
free availability, Kahoot has been widely used in aim of formative assessments of learning through
face-to-face classrooms in educational institutes, constructive feedback. It provides immediate
and it has been proved that Kahoot is an effective feedback after each question and enables the
tool to motivate students to learn (10, 11, 15, 17, students to assess their level of knowledge and
18, 20-23). This study showed the potential of correct their misconceptions (15, 27). The above
Kahoot to enhance learning through a positive feature is more helpful in a virtual classroom
impact on motivation and engagement during where it is hard to monitor each student (28). In
remote teaching of immunology. the present study, nearly 85% of students were
Though in the current study, the participants able to correct their misconceptions on a subject
experienced Kahoot for the first time, most with the help of frequent feedback. The utilisation
of them enjoyed learning with Kahoot and of Kahoot in the face-to-face classroom resulted
recommended it for remote teaching/learning. in similar findings showing that Kahoot is an
Gaining students’ attention is one of the main effective tool to provide feedback and correct
elements in the learning process. Kahoot draws students’ misconceptions regardless of the mode
the attention of students through its colour, music of teaching (11, 15, 18).
and the excitement and encourages them to learn. The present study shows that the Kahoot
This may also be a reason why Kahoot achieves approach creates a positive learning environment
the eLearning merits of student engagement (24). for the students in the aspects of fun, focus,
In this study, most of the participants indicated motivation, facilitation, and active participation
that Kahoot kept them active throughout the regardless of gender. The influence of gender in
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