Digital Gamification: Application of Kahoot in Teaching The Biology Subject

Digital technology has increasingly transformed the landscape of science education, positioning gamification as a powerful pedagogical tool ‎to enhance learner engagement and comprehension. This study investigates the application of digital gamification using ‘Kahoot!’ to enhance ‎comprehension of biology subject content among secondary school students. The study seeks to determine the effectiveness of digital ‎gamification in reinforcing students’ understanding of cell organelles; examine learners’ motivation during the gamified learning process; ‎and evaluate the impact of a digital gamification intervention through pre- and post-intervention assessments. A quasi-experimental design ‎was employed involving two groups: an experimental group using ‘Kahoot!’ -based digital quizzes and learning content, and a control ‎group exposed to traditional teaching methods. The study targeted Form Two biology students, with gamified content aligned to the cell ‎organelles topic in the Kenyan secondary school curriculum. Data was collected using comprehension tests. Quantitative analysis through t-test revealed statistically significant improvements in comprehension, motivation, and engagement levels among students in the experimental ‎group compared to the control group. The findings demonstrate that digital gamification fosters deeper understanding, enhances motivation, ‎and promotes active participation in biology lessons. The study recommends the integration of digital gamification tools like ‘Kahoot!’ into ‎science instruction to foster a more interactive and learner-centered environment‎.

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Publication Details

Journal
International Journal of Basic and Applied Sciences
Published
2025-07-20
DOI
https://doi.org/10.14419/2d70zq22
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Digital Gamification: Application of Kahoot in Teaching The Biology Subject

Jael Sanyanda Wekesa, Sheilla Indiaka Mutiva, Prof. Ronald Waweru Mwangi
1 citations
International Journal of Basic and Applied Sciences
Educational Games and Gamification
3.44
article

Digital Gamification: Application of Kahoot in Teaching The Biology Subject

Jael Sanyanda Wekesa, Sheilla Indiaka Mutiva, Prof. Ronald Waweru Mwangi
article en
1 citations

Abstract

Digital technology has increasingly transformed the landscape of science education, positioning gamification as a powerful pedagogical tool ‎to enhance learner engagement and comprehension. This study investigates the application of digital gamification using ‘Kahoot!’ to enhance ‎comprehension of biology subject content among secondary school students. The study seeks to determine the effectiveness of digital ‎gamification in reinforcing students’ understanding of cell organelles; examine learners’ motivation during the gamified learning process; ‎and evaluate the impact of a digital gamification intervention through pre- and post-intervention assessments. A quasi-experimental design ‎was employed involving two groups: an experimental group using ‘Kahoot!’ -based digital quizzes and learning content, and a control ‎group exposed to traditional teaching methods. The study targeted Form Two biology students, with gamified content aligned to the cell ‎organelles topic in the Kenyan secondary school curriculum. Data was collected using comprehension tests. Quantitative analysis through t-test revealed statistically significant improvements in comprehension, motivation, and engagement levels among students in the experimental ‎group compared to the control group. The findings demonstrate that digital gamification fosters deeper understanding, enhances motivation, ‎and promotes active participation in biology lessons. The study recommends the integration of digital gamification tools like ‘Kahoot!’ into ‎science instruction to foster a more interactive and learner-centered environment‎.

International Journal of Basic and Applied SciencesVol. 14(3)
Jomo Kenyatta University of Agriculture and Technology (KE)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.44
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