The Effect of Kahoot as a Gamification-Based Assessment Tool on Primary Students' Academic Achievement in Mathematics
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| Title: | The Effect of Kahoot as a Gamification-Based Assessment Tool on Primary Students' Academic Achievement in Mathematics |
|---|---|
| Language: | English |
| Authors: | Mujeebur Rahim (ORCID |
| Source: | International Journal of Technology in Education. 2025 8(4):977-997. |
| Availability: | International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about |
| Peer Reviewed: | Y |
| Page Count: | 22 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Elementary Education Grade 5 Intermediate Grades Middle Schools |
| Descriptors: | Foreign Countries, Grade 5, Elementary School Students, Mathematics Achievement, Gamification, Evaluation Methods, Pretests Posttests, Mathematics Tests |
| Geographic Terms: | Pakistan |
| ISSN: | 2689-2758 |
| Abstract: | Using gamification in assessments makes learning more engaging and encourages students to participate actively in the classroom. This study investigates the effect of gamification-based formative assessment on academic achievement among primary school students in the context of mathematics learning. Randomized pretest-posttest control group design was utilized in a true experimental design. The target population of this study contained 10 schools, with 248 students in the 5th class in District Astore, which had internet access and an IT lab. A simple random sampling technique was applied to select the sample as a school from the target population. A pretest and posttest were conducted to gather data on mathematics achievement of cognitive skills. The study used Kahoot in gamification-based formative assessments to determine an improvement in postintervention academic achievement in mathematics among primary students. It was found that the experimental group had a significantly higher mean score (M = 25.52, SD = 1.74) compared with the control group (M = 14.59, SD = 2.17) with a large effect size (Cohen's d = 4.92), using gamified assessment improves cognition. It implies the extent to which gamification has a positive influence on students' interaction, learning, and success in mathematics. To improve mathematics learning, educators in schools should incorporate games, such as Kahoot, because they are fun, reduce pressure, and increase success. Future studies may be conducted on whether gamification-based formative assessment practices effectively improve the higher-order cognitive skills of students toward mathematics teaching. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1486720 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1486720 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1486720 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: The Effect of Kahoot as a Gamification-Based Assessment Tool on Primary Students' Academic Achievement in Mathematics – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Mujeebur+Rahim%22">Mujeebur Rahim</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0005-9621-1148">0009-0005-9621-1148</externalLink>)<br /><searchLink fieldCode="AR" term="%22Lubna+Ali+Mohamm%22">Lubna Ali Mohamm</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-4570-774X">0000-0003-4570-774X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Saba+Batool%22">Saba Batool</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0000-3103-8747">0009-0000-3103-8747</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Education%22"><i>International Journal of Technology in Education</i></searchLink>. 2025 8(4):977-997. – Name: Avail Label: Availability Group: Avail Data: International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 22 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Elementary+Education%22">Elementary Education</searchLink><br /><searchLink fieldCode="EL" term="%22Grade+5%22">Grade 5</searchLink><br /><searchLink fieldCode="EL" term="%22Intermediate+Grades%22">Intermediate Grades</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+5%22">Grade 5</searchLink><br /><searchLink fieldCode="DE" term="%22Elementary+School+Students%22">Elementary School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Achievement%22">Mathematics Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Evaluation+Methods%22">Evaluation Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Pretests+Posttests%22">Pretests Posttests</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Tests%22">Mathematics Tests</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Pakistan%22">Pakistan</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2689-2758 – Name: Abstract Label: Abstract Group: Ab Data: Using gamification in assessments makes learning more engaging and encourages students to participate actively in the classroom. This study investigates the effect of gamification-based formative assessment on academic achievement among primary school students in the context of mathematics learning. Randomized pretest-posttest control group design was utilized in a true experimental design. The target population of this study contained 10 schools, with 248 students in the 5th class in District Astore, which had internet access and an IT lab. A simple random sampling technique was applied to select the sample as a school from the target population. A pretest and posttest were conducted to gather data on mathematics achievement of cognitive skills. The study used Kahoot in gamification-based formative assessments to determine an improvement in postintervention academic achievement in mathematics among primary students. It was found that the experimental group had a significantly higher mean score (M = 25.52, SD = 1.74) compared with the control group (M = 14.59, SD = 2.17) with a large effect size (Cohen's d = 4.92), using gamified assessment improves cognition. It implies the extent to which gamification has a positive influence on students' interaction, learning, and success in mathematics. To improve mathematics learning, educators in schools should incorporate games, such as Kahoot, because they are fun, reduce pressure, and increase success. Future studies may be conducted on whether gamification-based formative assessment practices effectively improve the higher-order cognitive skills of students toward mathematics teaching. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1486720 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1486720 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 22 StartPage: 977 Subjects: – SubjectFull: Foreign Countries Type: general – SubjectFull: Grade 5 Type: general – SubjectFull: Elementary School Students Type: general – SubjectFull: Mathematics Achievement Type: general – SubjectFull: Gamification Type: general – SubjectFull: Evaluation Methods Type: general – SubjectFull: Pretests Posttests Type: general – SubjectFull: Mathematics Tests Type: general – SubjectFull: Pakistan Type: general Titles: – TitleFull: The Effect of Kahoot as a Gamification-Based Assessment Tool on Primary Students' Academic Achievement in Mathematics Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Mujeebur Rahim – PersonEntity: Name: NameFull: Lubna Ali Mohamm – PersonEntity: Name: NameFull: Saba Batool IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-electronic Value: 2689-2758 Numbering: – Type: volume Value: 8 – Type: issue Value: 4 Titles: – TitleFull: International Journal of Technology in Education Type: main |
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