IMPACT OF GAMIFICATION ON STUDENTS' PERFORMANCE IN HIGHER EDUCATION
Authors/Creators
Description
The term "gamification" is used to describe the practice of incorporating game elements into non-game contexts
for the purpose of improving performance. It has been demonstrated that using gamification to improve students'
learning outcomes is both an effective and motivating strategy. In this paper, we assess how well the online
gamified application Kahoot helps students learn and retain information. Kahoot encourages students to
participate actively in a topic test, leading to higher scores on successive assessments. Students in a Python for
Data Science class took two Kahoot! quizzes, and the results showed that, overall, the technology helped them
learn and improve their performance.
Files
12.Dr. Tejashree T. Moharekar.pdf
Files
(1.2 MB)
| Name | Size | Download all |
|---|---|---|
|
md5:a23d81efe9b066793dd5de9467bc5402
|
1.2 MB | Preview Download |