The Effects of Gaming on University Student Quiz Performance
- Corinne M Gist
- Natalie Andzik
- Elle E Smith
- Menglin Xu
- Nancy A Neef
Abstract
The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.
Keywords: Higher education, College instruction, Game-based assessment, student-response system
How to Cite:
Gist, C., Andzik, N., Smith, E., Xu, M. & Neef, N., (2019) “The Effects of Gaming on University Student Quiz Performance”, Journal of Effective Teaching in Higher Education 2(1), 109-119. doi: https://doi.org/10.36021/jethe.v2i1.11.g13
Rights: Corinne M Gist, Natalie Andzik, Elle E Smith, Menglin Xu, Nancy A Neef
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