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Implementation of a game-based student response system in engaging, motivating, concentrating, and apprehending students' interest in learning "The environment and sustainable development"

Aliyu, Hassan and Abdul Talib, Corrienna (2022) Implementation of a game-based student response system in engaging, motivating, concentrating, and apprehending students' interest in learning "The environment and sustainable development". Asian Education, 2022 (NA). pp. 1-24. ISSN 2945-3887

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Official URL: https://lynnp.org/index.php/ae/article/view/26

Abstract

There is a wide variety of learning software and platforms developed to assist classroom teachers in delivering effective instruction and to create sustainable environments for teaching and learning. But in most learning environments, motivation is a key factor in student performance. As such, earlier student response systems like "Clikers" were developed in the 1960s and later advanced to game-based student response systems like "Kahoot!" in the 1970s. Game-Based Student Response Systems is a game-based version that focuses more on student engagement and motivation by engaging them with graphics, animation, and audio as well as the use of scores to drive for self-improvement or competition against other students. This study investigated the effect of game-based student response systems on students’ engagement, motivation, concentration, and interest in learning about "the environment and sustainable development". This quantitative study adopted an experimental and survey research design. The study's sample consisted of 541 undergraduate level students enrolled in Microbiology, Computer Science, Economics, and Physics. While the standard deviations of the data indicated a fair spread of data, the mean-value showed a significant increase in students’ engagement, concentration, motivation, and interest. Moreover, the p-values of Spearman’s rho correlation coefficient reveal that there are no significant relationships between students’ engagement & concentration and motivation & interest in instruction supplemented by the Kahoot! online game. As technology occupies every aspect of our lives, educational contexts need to be sensitive to the changes and adapt according to the current needs of learners and their learning strategies and preferences. The conclusion is that the interactive features offered by Kahoot! enhance students’ engagement, concentration, motivation, and interest.

Item Type:Article
Uncontrolled Keywords:Game-based student response system, Kahoot!, Engagement, Motivation, Interest
Subjects:Q Science > QA Mathematics
Divisions:Science
ID Code:104768
Deposited By: Widya Wahid
Deposited On:16 Mar 2024 01:47
Last Modified:16 Mar 2024 01:47

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