Authors
Filipe Portela
Publication date
2023
Conference
4th International Computer Programming Education Conference (ICPEC 2023)
Publisher
Schloss-Dagstuhl-Leibniz Zentrum für Informatik
Description
Assessment is a crucial element of the educational process, but traditional pen-and-paper tests have limitations in promoting active learning and engagement. To address this challenge, the use of online gamification platforms has increased. In this context, this study explores the effectiveness of Kahoot! for assessment exercises (AE) in higher education. These experiments occurred over three years, included five courses with computer science subjects and had 507 participants. Overall, 97.04% of students achieved a grade higher than ten, and only four failed. The results show that Kahoot! can promote engagement, motivation, and learning outcomes, and its use is well-received by students-78.70% of students enjoyed this approach, and only 8.68% of participants disliked it. The study’s findings provide valuable insights into using Kahoot! as Student Response System for testing in higher education, with implications for developing new and innovative approaches to assessment and evaluation.
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