EDCI 336 - Reflections and Inquiries

Category: Educational Technology Presentation

This is the category to apply to your Educational Technology Presentation project work.

Inquiry into Kahoot

Our EdTech Inquiry looks at the effectiveness of gamified learning through Kahoot. We chose to create a news-report-style video, for our channel called the Learning Curve. If you want to learn about the pros and cons of Kahoot, some tips for best practices, student opinions, and the impact of this tool on retention and recall, please watch our report.

References

Cameron K. E., & Bizo L. A. (2019). Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students. Research in Learning Technology, 27. https://doi.org/10.25304/rlt.v27.2225

Cpatete. (2026, March 2). Use gamification in the classroom with Digital Games for Learning. YSU. https://online.ysu.edu/degrees/education/msed/curriculum-instruction-digital-teaching/gamification-in-the-classroom/ 

Konuk, T., & Fidan, M. (2026). The impact of gamification on motivation in teacher education: A meta-analysis. International Journal on Social and Education Sciences, 8(1). https://ijonses.net/index.php/ijonses/article/view/5980

Mahaseth, H., Bajpai, A., & Gupta, A. (2025). Gamified Learning in Education: How Online Quizzes like Kahoot Transform Classroom Dynamics. Engineering Proceedings, 107(1), 41. https://doi.org/10.3390/engproc2025107041

M. Correia and R. Santos, “Game-based learning: The use of Kahoot in teacher education,” 2017 International Symposium on Computers in Education (SIIE), Lisbon, Portugal, 2017, pp. 1-4, doi: 10.1109/SIIE.2017.8259670

Özdemir, O. (2026). How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot! Bartın University Journal of Faculty of Education, 15(1), 88-112. https://doi.org/10.14686/buefad.1667817

Pratama, G. A. (2020). Students’ perception of gamification to promote classroom engagement and motivation in senior high school. Language Research Society, 1(1). https://doi.org/10.33021/lrs.v1i1.1040

Rusmardiana, A., Sjuchro, D. W., Yanti, D., Daryanti, F., & Iskandar, A. (2022). Students’ perception on the use of Kahoot as a learning media. AL-ISHLAH: Jurnal Pendidikan, 14(2), 2205–2212. https://doi.org/10.35445/alishlah.v14i2.2139

Rozelle, C. (2017, December 20). 5 tips for using digital games in class. Edutopia. https://www.edutopia.org/article/5-tips-using-digital-games-class/ 

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818

Warsihna, J., Ramdani, Z., & Prakoso, B. H. (2019). Using Kahoot to improve students’ achievement and critical thinking in undergraduate of psychology students. Proceedings of the 16th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2019), 144–150. https://doi.org/10.33965/celda2019_201911l018

4 ways to use Kahoot in the classroom. Kesler Science – Middle School Science Curriculum. (n.d.). https://keslerscience.com/4-ways-to-use-kahoot-in-the-classroom

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