Knowledge Assessment Using a Games-Based Learning Platform

Saved in:
Bibliographic Details
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
Description
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