Kahoot as a data collection tool to work with school age children

This article describes the experience of using the Kahoot platform as a gamified tool for data collection with K-12 students. The context of its use was exploratory research about Global Network Badges, a student reward system designed to encourage participation and motivation. During this research, the challenge of collecting data with children arose, a defying situation for research teams, which led to the use of a Student Response System (SRS). In this context, Kahoot emerged as a playful resource for gathering students’ opinions without being invasive in the internal dynamics of the classroom, favoring the researcher’s role to go unnoticed, blending in through play and interaction with the participating students. The main contribution of the study is the design of a gamified questionnaire that could be adapted to other similar situations of gathering data from school age students.

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Publication Details

Journal
Journal on Interactive Systems
Published
2025-04-06
DOI
https://doi.org/10.5753/jis.2025.4705
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Kahoot as a data collection tool to work with school age children

Virgínia Rodés, Leandro Krug Wives, Manuel Larrosa
Journal on Interactive Systems
Educational Games and Gamification
article

Kahoot as a data collection tool to work with school age children

Virgínia Rodés, Leandro Krug Wives, Manuel Larrosa
article en

Abstract

This article describes the experience of using the Kahoot platform as a gamified tool for data collection with K-12 students. The context of its use was exploratory research about Global Network Badges, a student reward system designed to encourage participation and motivation. During this research, the challenge of collecting data with children arose, a defying situation for research teams, which led to the use of a Student Response System (SRS). In this context, Kahoot emerged as a playful resource for gathering students’ opinions without being invasive in the internal dynamics of the classroom, favoring the researcher’s role to go unnoticed, blending in through play and interaction with the participating students. The main contribution of the study is the design of a gamified questionnaire that could be adapted to other similar situations of gathering data from school age students.

Journal on Interactive SystemsVol. 16(1)
Council of the Inspectors General on Integrity and Efficiency (US), Universidad de Montevideo (UY), Tecnológico de Monterrey (MX)
Agencia Nacional de Investigación e Innovación, Universidade Federal do Rio Grande do Sul, Universidad de la República Uruguay
Openalex Percentile: Top 92%
Educational Games and Gamification
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