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A meta-thematic analysis of using technology-mediated gamification tools in the learning process.

Authors :
Candan, Feyza
Başaran, Mehmet
Source :
Interactive Learning Environments. Sep2024, Vol. 32 Issue 7, p3332-3348. 17p.
Publication Year :
2024

Abstract

This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive, affective, and social development. Kahoot helps students understand and learn subjects, as well as strengthening their memory and reflection skills. It is also intriguing, entertaining, motivating, and anxiety-relieving. Kahoot also supports collaborative learning, increases class participation, and has a unifying effect. While there are some limitations to using Kahoot in the learning process, the benefits outweigh these limitations, making it a recommended tool for use in the learning process. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISSN :
10494820
Volume :
32
Issue :
7
Database :
Academic Search Index
Journal :
Interactive Learning Environments
Publication Type :
Academic Journal
Accession number :
179805797
Full Text :
https://doi.org/10.1080/10494820.2023.2172589