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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Bibliographic Details
Main Authors: Corinne M Gist, Natalie Andzik, Elle E Smith, Menglin Xu, Nancy A Neef
Format: Article
Language:English
Published: University of North Carolina Wilmington 2019-04-01
Series:Journal of Effective Teaching in Higher Education
Subjects:
Online Access:https://jethe.org/index.php/jethe/article/view/11
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spelling 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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