Effects of Kahoot! on K-12 Students’ Mathematics Achievement and Multi-Screen Addiction DOI Creative Commons
Νικόλαος Πέλλας

Multimodal Technologies and Interaction, Год журнала: 2024, Номер 8(9), С. 81 - 81

Опубликована: Сен. 16, 2024

Digital platforms are increasingly prevalent among young students in K-12 education, offering significant opportunities but also raising concerns about their effects on self-assessment and academic performance. This study investigates the effectiveness of Kahoot! compared to traditional instructional methods enhancing mathematics achievement its impact multiple screen addiction (MSA) Greek aged 9 12 during a STEM summer camp. A quasi-experimental design was employed with purposefully selected sample one hundred ten (n = 110) students, who were non-randomly divided into two groups: (a) an experimental group fifty-five 55) engaged (using dynamic visual aids interactive content) (b) control received instruction digital textbooks PowerPoint slides multimedia laptops tablets. The findings revealed statistically difference MSA scores, exhibiting lower scores counterparts, indicating positive reducing levels. While led levels, it significantly improved overall mathematical achievement, substantial effect size, suggesting strong learning outcomes. current highlights importance aligning educational tools intended outcomes recommends further research explore broader gamified student engagement, addiction,

Язык: Английский

Gamification in Vietnamese education: Assessing psychological need satisfaction, intrinsic motivation, and learning effectiveness DOI
Bang Nguyen‐Viet,

Bac Nguyen-Viet

Learning and Motivation, Год журнала: 2025, Номер 89, С. 102101 - 102101

Опубликована: Фев. 1, 2025

Язык: Английский

Процитировано

0

Gamification in collaborative learning: synthesizing evidence through meta-analysis DOI
Taufik Ikhsan Slamet, Chen Meng

Journal of Computers in Education, Год журнала: 2025, Номер unknown

Опубликована: Фев. 14, 2025

Язык: Английский

Процитировано

0

Gamification to Motivate the Crowdsourcing of Dynamic Nature Data: A Field Experiment in Northern Europe DOI

Ville-Veikko Uhlgren,

Samuli Laato, Juho Hamari

и другие.

Опубликована: Окт. 8, 2024

Contemporary map services such as Google Maps and OpenStreetMaps contain static representations of the world. In addition, these may dynamic data, information traffic jams sudden changes in opening hours businesses. However, data on rural nature areas wildlife is oftentimes scarce or missing, yet this can be useful for e.g., recreational conservationist purposes. study, we investigated use location-based gamified crowdsourcing to motivate people collect data. We developed a prototype called NaturaTrack recruited panel 8 participants test it three days at their leisure. The were tasked photograph all direct (e.g., sightings) indirect footsteps) signs wildlife. our analysis focused understanding users' experiences while using NaturaTrack. findings show that facilitated social personal societal levels, (re)connected users with various ways, enabled us gather sightings (position, timestamp, picture). Our work expands ongoing research by illuminating thematic critical successful motivating implementations.

Язык: Английский

Процитировано

1

The ghost effect: how gamification can hinder genuine learning DOI Creative Commons
Binny Jose,

Jaya Cherian,

Putra Jaya

и другие.

Frontiers in Education, Год журнала: 2024, Номер 9

Опубликована: Ноя. 19, 2024

Gamification has been widely celebrated as a perfect solution to fix the problem of students becoming less productive in their learning (Costello, 2020;Sailer & Homner, 2020;Sante Otero, 2020). Yet for all its good intentions, it may be serving impede true learning. This highlights an important conundrum: very nature gamified many ways, such focusing on extrinsic rewards (e.g., scores, badges), risks encouraging surface-level understanding rather than deeper ones required sustaining lifelong and transforming learner better individual (Koppitsch Meyer, 2022). A clear example failure is issue 'ghost students'-those who are there class physically but aren't paying attention. shows that design challenges figuring out best way handle this problem. article explores whether gamification promotes sustained engagement, fosters collaborative learning, enhances cognitive development, while examining effects intrinsic motivation.Extrinsic Motivation Its Dangers: One significant concern with reliance motivations. Many strategies used motivate students, awarding points or badges, serve external rewards. However, approach might detract from students' desire learn sake understanding. If become primary motivator, they often today's classrooms, engage material superficially immersing themselves deeply (Anselme Hidi, 2024).From underlying concern, Ryan Deci propose motivation theory self-determination person can reduce motive (Ryan Deci, 2000). Hamari et al. also found engender perfunctory engagement undertaken activity, does not moderate superficial motivational produce lasting interest psychologically meaningful work (Hamari al., 2014). seems suggest cared more about game aspects did anything else so were never truly getting what was being taught.Balancing Intrinsic Extrinsic Motivations: Research suggests when elements designed complement goals-such mastering skill, exploring personal interests, engaging challenges-they help foster deeper, 2024). For instance, using set goals, offer constructive feedback, encourage self-paced progress find relevance joy material. balance ensures doesn't merely through aligns internal drives learn, promoting both authentic understanding.Psychological Impacts: Clearly other side coin-the emotional psychological implications introduced into-deserve unpacked well. While environments have shown increase competitiveness stress some, introduce new stresses (Malak, Given some motivated by scheme encourage, focus recording bads pending bonuses reflect achievementbased nature. It demoralize others overlaying reward (Chen, 2023).Another fuel competitive resulting belief contrary we hoped for, them just competing 2023). understandably damaging individuals lag behind pace quickens, lowered self-efficacy decreased which eventually results academic dropout. The end result will be, process ultimately lead development "ghost students" believed proclaimed aim gamification.Inclusivity Adaptability: There concerns raised inclusivity gamification. too broad provide diverse styles/personality types any classroom (Salman example, Buckley Doyle discovered extraverted seem benefit (Buckley Doyle, 2017) counterpart, introvert, already active because his personality, feel pressure cocker. Thus, should say, one type classes wont intended result. Again, number ghosts (Denden 2024).Long-Term As play-based method, default light self-direction simple project/inquiry. those routes… creative avenues stimulate reflection based student questions innate understand. even little bit red herring, taking far toward like badges away cause speed assignments incentives, bulldozing past key concepts trend making into top-level well due gamification.There worry could long-term student's skills (Sailer spaces struggle content instant gratification. dependence motivators fact undermine self-directed inquiry looking cultivate, at university learner.Gamification undeniably altered face education; however, must begin acknowledge flaws. By time technology place, (hopefully) educators policymakers together make sure ruin solves. achieved thoughtful 2024).Gamification Though certain extent, crucial clarify every synonymous effective There's danger overemphasizing rewards, encourages come something gained This, turn, citizens utility-like qualities minimal society. Encouraging establish goals build learner, tie delivery back directly indirectly self-set objectives. Also, developing personalized systems appeal various styles participate meaningfully applies creating culture where sharing collaborating appreciated, fostering inclusivity.It monitor regularly how application affects emotionally psychologically. empowers, tool willing tailor still good. In years come, education ensure leads down path becomes adaptable. Employing technologies, AI customized meet specific requirements, 2024) deliver optimum mix enhanced learning.To benefits learners, adaptive inclusive essential. Personalized leverage data analytics according each unique pace, preferences, strengths AI-driven platforms adjust difficulty level tasks real-time, alternative pathways timely, feedback. aligning styles, create environment studentsregardless personality preference-can meaningfully. Such approaches only equitable experience across groups.Gamification potential significantly enhance educational experiences, supporting collaboration, skill development. our analysis stress, challenges, these mitigated thoughtful, approach. incorporating accommodate motivations, go beyond genuine interest, motivation, learning.For reach full potential, regular assessments well-being balanced, research-informed allows institutions gamification's nurturing essential competencies, building inclusive, sustainable students.

Язык: Английский

Процитировано

1

Effects of Kahoot! on K-12 Students’ Mathematics Achievement and Multi-Screen Addiction DOI Creative Commons
Νικόλαος Πέλλας

Multimodal Technologies and Interaction, Год журнала: 2024, Номер 8(9), С. 81 - 81

Опубликована: Сен. 16, 2024

Digital platforms are increasingly prevalent among young students in K-12 education, offering significant opportunities but also raising concerns about their effects on self-assessment and academic performance. This study investigates the effectiveness of Kahoot! compared to traditional instructional methods enhancing mathematics achievement its impact multiple screen addiction (MSA) Greek aged 9 12 during a STEM summer camp. A quasi-experimental design was employed with purposefully selected sample one hundred ten (n = 110) students, who were non-randomly divided into two groups: (a) an experimental group fifty-five 55) engaged (using dynamic visual aids interactive content) (b) control received instruction digital textbooks PowerPoint slides multimedia laptops tablets. The findings revealed statistically difference MSA scores, exhibiting lower scores counterparts, indicating positive reducing levels. While led levels, it significantly improved overall mathematical achievement, substantial effect size, suggesting strong learning outcomes. current highlights importance aligning educational tools intended outcomes recommends further research explore broader gamified student engagement, addiction,

Язык: Английский

Процитировано

0