The Impact of Reward Types and Leaderboard Use in Kahoot-Based Learning: A Quasi-Experimental Study

Background: Motivation plays a critical role in student engagement and learning outcomes. However, limited research has compared the effects of tangible versus intangible rewards in game-based learning environments. This study aimed to investigate the comparative effects of tangible and intangible rewards on students’ motivation and engagement when using the Kahoot platform for mathematics education.Methods: This study utilized a quasi-experimental approach with pre-test and post-test assessments, conducted among 277 elementary students between September 2020 and June 2021. Using convenience sampling, participants were assigned to three groups: a control group (95 students), an experimental group using Kahoot with intangible rewards (90 students), and a second experimental group using Kahoot with both tangible and intangible rewards (92 students). The intervention was carried out over a six-week period. Content validity was confirmed using the Content Validity Ratio (CVR), with all items exceeding 0.80 and an overall agreement coefficient of 0.84. The reliability was verified with a test–retest correlation of 0.70.Results: The comparative analysis revealed that Kahoot-based learning was more effective than social network-based instruction. Furthermore, the group that received both tangible and intangible rewards demonstrated significantly greater learning gains compared to those who received only intangible rewards (p<0.05).Conclusion: The findings support the use of gamified platforms such as Kahoot to enhance mathematics learning, particularly when leaderboard-based reward strategies are employed. Future research should investigate the long-term effects of different reward types and their influence on sustaining student motivation.

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Publication Details

Journal
SHILAP Revista de lepidopterología
Published
2025-12-01
DOI
https://doi.org/10.30476/ijvlms.2025.104640.1320
Primary Topic
Educational Games and Gamification
Type
article
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article

The Impact of Reward Types and Leaderboard Use in Kahoot-Based Learning: A Quasi-Experimental Study

Yousef Mahdavinasab, Farzaneh Jafari, Maryam Jalali
SHILAP Revista de lepidopterología
Educational Games and Gamification
article

The Impact of Reward Types and Leaderboard Use in Kahoot-Based Learning: A Quasi-Experimental Study

Yousef Mahdavinasab, Farzaneh Jafari, Maryam Jalali
article en

Abstract

Background: Motivation plays a critical role in student engagement and learning outcomes. However, limited research has compared the effects of tangible versus intangible rewards in game-based learning environments. This study aimed to investigate the comparative effects of tangible and intangible rewards on students’ motivation and engagement when using the Kahoot platform for mathematics education.Methods: This study utilized a quasi-experimental approach with pre-test and post-test assessments, conducted among 277 elementary students between September 2020 and June 2021. Using convenience sampling, participants were assigned to three groups: a control group (95 students), an experimental group using Kahoot with intangible rewards (90 students), and a second experimental group using Kahoot with both tangible and intangible rewards (92 students). The intervention was carried out over a six-week period. Content validity was confirmed using the Content Validity Ratio (CVR), with all items exceeding 0.80 and an overall agreement coefficient of 0.84. The reliability was verified with a test–retest correlation of 0.70.Results: The comparative analysis revealed that Kahoot-based learning was more effective than social network-based instruction. Furthermore, the group that received both tangible and intangible rewards demonstrated significantly greater learning gains compared to those who received only intangible rewards (p<0.05).Conclusion: The findings support the use of gamified platforms such as Kahoot to enhance mathematics learning, particularly when leaderboard-based reward strategies are employed. Future research should investigate the long-term effects of different reward types and their influence on sustaining student motivation.

SHILAP Revista de lepidopterología
Tarbiat Modares University (IR), Kharazmi University (IR), Shiraz University of Medical Sciences (IR)
Quality Education
Openalex Percentile: Top 18%
Educational Games and Gamification
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