The Effects of Gaming on University Student Quiz Performance

Authors

  • Corinne M Gist The Ohio State University
  • Natalie Andzik Northern Illinois University
  • Elle E Smith The Ohio State University
  • Menglin Xu The Ohio State University
  • Nancy A Neef The Ohio State University

DOI:

https://doi.org/10.36021/jethe.v2i1.11

Keywords:

Higher education, College instruction, Game-based assessment, student-response system

Abstract

The use of competitive games to increase classroom engagement has become common practice among many teachers. However, it is unclear if using games as an assessment tool is a viable way to increase student performance. This study examined the effects of administering quizzes through a game-based system, Kahoot!,versusprivately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions, as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot!. Limitations and recommendations for practitioners are discussed.

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Published

2019-04-17