Enhancing Grade XI Students' Learning Outcomes Through the Gamified Use of the Kahoot Application

The purpose of this study was to establish whether the Kahoot application can serve as a gamification tool that would improve the academic achievement and engagement of students. A total sample of 64 Grade XI students was selected from Daga Higher Secondary School in Dagana. This study employed a quasi-experimental design within the Action Research framework. A mixed-methods approach was used for data collection, with quantitative data collected through participant observations, pre-and post-tests, and surveys, and qualitative data gathered through semi-structured interviews. Quantitative analysis included means, standard deviations, and t-tests, whereas thematic analysis was used for qualitative data. The findings showed that there was a statistically significant difference in mean scores between the experimental and control groups at a medium to large effect size, using Cohen's d = 0.72. These findings show that the Kahoot application enhanced classroom participation and academic performance of students at a great scale, which might be an efficient pedagogical tool in high school education.

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Publication Details

Journal
Bhutan Journal of Research and Development
Published
2024-12-03
DOI
https://doi.org/10.17102/bjrd.rub.13.2.003
Primary Topic
Educational Methods and Media Use
Type
article
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article

Enhancing Grade XI Students' Learning Outcomes Through the Gamified Use of the Kahoot Application

Yonten Chophel
Bhutan Journal of Research and Development
Educational Methods and Media Use
article

Enhancing Grade XI Students' Learning Outcomes Through the Gamified Use of the Kahoot Application

Yonten Chophel
article en

Abstract

The purpose of this study was to establish whether the Kahoot application can serve as a gamification tool that would improve the academic achievement and engagement of students. A total sample of 64 Grade XI students was selected from Daga Higher Secondary School in Dagana. This study employed a quasi-experimental design within the Action Research framework. A mixed-methods approach was used for data collection, with quantitative data collected through participant observations, pre-and post-tests, and surveys, and qualitative data gathered through semi-structured interviews. Quantitative analysis included means, standard deviations, and t-tests, whereas thematic analysis was used for qualitative data. The findings showed that there was a statistically significant difference in mean scores between the experimental and control groups at a medium to large effect size, using Cohen's d = 0.72. These findings show that the Kahoot application enhanced classroom participation and academic performance of students at a great scale, which might be an efficient pedagogical tool in high school education.

Bhutan Journal of Research and DevelopmentVol. 13(2)
Quality Education
Openalex Percentile: Top 66%
Educational Methods and Media Use
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Enhancing Grade XI Students' Learning Outcomes Through the Gamified Use of the Kahoot Application — Yonten Chophel · Bhutan Journal of Research and Development (2024) | TGRS Research Map | TGRS