ERIC Number: EJ1441003
Record Type: Journal
Publication Date: 2024
Pages: 17
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1049-4820
EISSN: EISSN-1744-5191
Available Date: N/A
A Meta-Thematic Analysis of Using Technology-Mediated Gamification Tools in the Learning Process
Interactive Learning Environments, v32 n7 p3332-3348 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive, affective, and social development. Kahoot helps students understand and learn subjects, as well as strengthening their memory and reflection skills. It is also intriguing, entertaining, motivating, and anxiety-relieving. Kahoot also supports collaborative learning, increases class participation, and has a unifying effect. While there are some limitations to using Kahoot in the learning process, the benefits outweigh these limitations, making it a recommended tool for use in the learning process.
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education, Interactive Video, Computer Assisted Instruction, Teacher Developed Materials, Web 2.0 Technologies, Learning Processes, Teaching Methods, Instructional Effectiveness
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Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: N/A