Work

The Effects of Gamification Platforms as an Assessment Tool on Students’ Participation and Academic Motivation

Year: 2020
Type: article
Study design: Clinical Trial
Abstract: The study investigates the use of Kahoot and Quizizz applications two means of gamification platforms, as an assessment tool and their effects on associate students' course participation and academic motivation. The research method was a quasi-experimental design with a pretest-posttest control group. The study group of this research was associate degree students taking English Grammar I course at a private university in Istanbul during the fall term of 2019-2020 academic year. In the experimental group, 26 female and 13 male students, in the control group, 16 female and 25 male students were involved in this study. While weekly short quizzes related to the subjects were applied to the experimental group with Kahoot and Quizizz tools for six weeks, these weekly short quizzes were applied to the control group as paper-based. Classroom Engagement Inventory and Instructional Materials Motivation Survey (IMMS) were used as data collection tools. At the end of the application process, the experimental group took an open-ended questionnaire to state their opinions about the gamification platforms. While quantitative data was analyzed through independent samples t-test, qualitative data was analyzed through content analysis. Depending upon the results of this research, it was concluded that the use of gamification platforms as an assessment tool did not make a significant difference in students' course participation and academic motivation. However, the qualitative data indicated that students viewed the use of Kahoot and Quizizz applications in the lesson useful, engaging and instructive.
Language: English
Field: Psychology
Open Access status: hybrid
OpenAlex ID: W7117551027
FWCI: 0.636
Cites: 32
Cited by: 4
Related to: 10