Year: 2025
Type: article
Abstract: This article describes the experience of using the Kahoot platform as a gamified tool for data collection with K-12 students. The context of its use was exploratory research about Global Network Badges, a student reward system designed to encourage participation and motivation. During this research, the challenge of collecting data with children arose, a defying situation for research teams, which led to the use of a Student Response System (SRS). In this context, Kahoot emerged as a playful resource for gathering students’ opinions without being invasive in the internal dynamics of the classroom, favoring the researcher’s role to go unnoticed, blending in through play and interaction with the participating students. The main contribution of the study is the design of a gamified questionnaire that could be adapted to other similar situations of gathering data from school age students.
Source: Journal on Interactive Systems
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W4409493525
