The Effects of Gaming on University Student Quiz Performance


  • 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



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


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.