Knowledge Assessment Using a Games-Based Learning Platform
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| Title: | Knowledge Assessment Using a Games-Based Learning Platform |
|---|---|
| Language: | English |
| Authors: | Castrillon, Sir-Alexci Suarez, Barbosa, Thomas Edison Guerrero, Castrillon, Albert Miyer Suarez |
| Source: | Journal of Language and Linguistic Studies. 2022 18(4):444-452. |
| Availability: | Journal of Language and Linguistic Studies. Hacettepe Universitesi, Egitim Fakultesi B Blok, Yabanci Diller Egitimi Bolumu, Ingiliz Dili Egitimi Anabilim Dali, Ankara 06800, Turkey. e-mail: jllsturkey@gmail.com; Web site: http://www.jlls.org |
| Peer Reviewed: | Y |
| Page Count: | 9 |
| Publication Date: | 2022 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Evaluation Methods, Knowledge Level, Educational Games, Computer Games, Game Based Learning, Formative Evaluation |
| ISSN: | 1305-578X |
| Abstract: | This research presents an analysis of the use of the Kahoot platform as an evaluation system for programming students, using two groups, the first is evaluated in a traditional way through a written exam and serves as a control group, and the test group through the Kahoot platform, where they can also observe their grade at the end of the test, obtaining statistics of which is the best, which becomes a competition for them. The population was 58 students, where the test group obtained a superior performance of 15.24% over the control group, demonstrating that the students who used Kahoot feel more motivated, due to the process that generates a game, where they compete with each other, and also to the methodology of the platform that allows repeating the concepts seen in the classes. |
| Abstractor: | As Provided |
| Entry Date: | 2023 |
| Accession Number: | EJ1379200 |
| Database: | ERIC |
| Abstract: | This research presents an analysis of the use of the Kahoot platform as an evaluation system for programming students, using two groups, the first is evaluated in a traditional way through a written exam and serves as a control group, and the test group through the Kahoot platform, where they can also observe their grade at the end of the test, obtaining statistics of which is the best, which becomes a competition for them. The population was 58 students, where the test group obtained a superior performance of 15.24% over the control group, demonstrating that the students who used Kahoot feel more motivated, due to the process that generates a game, where they compete with each other, and also to the methodology of the platform that allows repeating the concepts seen in the classes. |
|---|---|
| ISSN: | 1305-578X |