Comparison of the effectiveness of traditional and game-based learning methods (based on Kahoot!) in higher education

Published: 23 December 2024| Version 1 | DOI: 10.17632/szv8t7fw2h.1
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Description

The respondents were 158 undergraduate students. The students were randomly divided into two groups: an exper-imental group (hereinafter referred to as EG) and a control group (CG). Students of the EG took the initial test using the Kahoot!, and students of the CG took the initial test in traditional paper form. Afterwards the students took the fi-nal test. Comparison of the received results of the final test demonstrates that the CG students performed better than the EG students. 97.72 % of CG students received high scores, while 92.85% of EG students got high scores.

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The respondents were 158 undergraduate students. The students were randomly divided into two groups: an experimental group (hereinafter referred to as EG) and a control group (CG). Students of the EG took the initial test using the Kahoot!, and students of the CG took the initial test in traditional paper form. Afterwards the students took the final test. Comparison of the received results of the final test demonstrates that the CG students performed better than the EG students. 97.72 % of CG students received high scores, while 92.85% of EG students got high scores. After comparing the data of the final test of the CG and EG students, we found out that the use of games on the Kahoot! platform did not significantly affect the learning outcomes of students. The results of the study are important for developing a more effective learning process. Teachers should take into account that the use of Kahoot! in the learning process requires improvement.

Institutions

Nacional'nij universitet L'vivs'ka politehnika

Categories

Linguistics, Cultural History

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