Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot

Please use this identifier to cite or link to this item: http://hdl.handle.net/10045/101094
Información del item - Informació de l'item - Item information
Title: Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot
Authors: Fuster-Guilló, Andrés | Pertegal-Felices, María Luisa | Jimeno-Morenilla, Antonio | Azorin-Lopez, Jorge | Rico Soliveres, María Luisa | Restrepo Calle, Felipe
Research Group/s: Arquitecturas Inteligentes Aplicadas (AIA) | Habilidades, Competencias e Instrucción | Investigación en Inteligencias, Competencia Social y Educación (SOCEDU) | UniCAD: Grupo de Investigación en CAD/CAM/CAE de la Universidad de Alicante | Tecnología Informática Avanzada - Seguridad Legal
Center, Department or Service: Universidad de Alicante. Departamento de Tecnología Informática y Computación | Universidad de Alicante. Departamento de Psicología Evolutiva y Didáctica
Keywords: Gamification | Serious games | Motivation | Teaching-learning | Computer engineering
Knowledge Area: Arquitectura y Tecnología de Computadores | Didáctica y Organización Escolar
Issue Date: 13-Dec-2019
Publisher: Frontiers Media
Citation: Fuster-Guilló A, Pertegal-Felices ML, Jimeno-Morenilla A, Azorín-López J, Rico-Soliveres ML and Restrepo-Calle F (2019) Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot. Front. Psychol. 10:2843. doi: 10.3389/fpsyg.2019.02843
Abstract: Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as tools for gamification, in particular in the context of software engineering courses because of the idiosyncratic nature of the topic. However, the studies on the improvement of student performance resulting from the use of gamification and serious games in courses with different contexts are not conclusive. More empirical research is thus needed to obtain reliable results on the effectiveness, benefits and drawbacks. The overall objective of this work is to study the benefits generated by serious games in the teaching-learning process of Computer Engineering degrees, analyzing the impact on the motivation and student satisfaction, as well as on the learning outcomes and results finally achieved. To this end, an intervention is proposed in the subject of Computer Architecture based on two components covering theoretical and practical sessions. In the theoretical sessions, a serious game experience using Kahoot has been introduced, complementing the master classes and class exercises. For the practical sessions, the development of projects with groups of students has been proposed, whose results in terms of computer performance can be compared through a competition (hackathon). Evaluation of the serious game-based intervention has been approached in terms of student satisfaction and motivation, as well as improved academic performance. In order to assess student satisfaction, surveys have been used to assess the effect on student motivation and satisfaction. For the evaluation of academic performance, a comparative analysis between an experimental and a control group has been carried out, noting a slight increase in the experimental group students’ marks.
URI: http://hdl.handle.net/10045/101094
ISSN: 1664-1078
DOI: 10.3389/fpsyg.2019.02843
Language: eng
Type: info:eu-repo/semantics/article
Rights: © 2019 Fuster-Guilló, Pertegal-Felices, Jimeno-Morenilla, Azorín-López, Rico-Soliveres and Restrepo-Calle. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Peer Review: si
Publisher version: https://doi.org/10.3389/fpsyg.2019.02843
Appears in Collections:INV - SOCEDU - Artículos de Revistas
INV - TIA-SL - Artículos de Revistas
INV - AIA - Artículos de Revistas
INV - UNICAD - Artículos de Revistas
INV - Habilidades, Competencias e Instrucción - Artículos de Revistas

Files in This Item:
Files in This Item:
File Description SizeFormat 
Thumbnail2019_Fuster-Guillo_etal_FrontPsychol.pdf1,25 MBAdobe PDFOpen Preview


This item is licensed under a Creative Commons License Creative Commons