The Effects of Gaming on University Student Quiz Performance
The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based sy...
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University of North Carolina Wilmington
2019-04-01
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Series: | Journal of Effective Teaching in Higher Education |
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Online Access: | https://jethe.org/index.php/jethe/article/view/11 |
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doaj-7d1761a48279401db9c6dd25adcb3bce2021-06-08T18:07:14ZengUniversity of North Carolina WilmingtonJournal of Effective Teaching in Higher Education2578-76082019-04-012110.36021/jethe.v2i1.11The Effects of Gaming on University Student Quiz PerformanceCorinne M Gist0Natalie Andzik1Elle E Smith2Menglin Xu3Nancy A Neef4The Ohio State UniversityNorthern Illinois UniversityThe Ohio State UniversityThe Ohio State UniversityThe Ohio State University The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed. https://jethe.org/index.php/jethe/article/view/11Higher educationCollege instructionGame-based assessmentstudent-response system |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Corinne M Gist Natalie Andzik Elle E Smith Menglin Xu Nancy A Neef |
spellingShingle |
Corinne M Gist Natalie Andzik Elle E Smith Menglin Xu Nancy A Neef The Effects of Gaming on University Student Quiz Performance Journal of Effective Teaching in Higher Education Higher education College instruction Game-based assessment student-response system |
author_facet |
Corinne M Gist Natalie Andzik Elle E Smith Menglin Xu Nancy A Neef |
author_sort |
Corinne M Gist |
title |
The Effects of Gaming on University Student Quiz Performance |
title_short |
The Effects of Gaming on University Student Quiz Performance |
title_full |
The Effects of Gaming on University Student Quiz Performance |
title_fullStr |
The Effects of Gaming on University Student Quiz Performance |
title_full_unstemmed |
The Effects of Gaming on University Student Quiz Performance |
title_sort |
effects of gaming on university student quiz performance |
publisher |
University of North Carolina Wilmington |
series |
Journal of Effective Teaching in Higher Education |
issn |
2578-7608 |
publishDate |
2019-04-01 |
description |
The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.
|
topic |
Higher education College instruction Game-based assessment student-response system |
url |
https://jethe.org/index.php/jethe/article/view/11 |
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