The internet and information technologies have revolutionized how we teach and learn in general, changing everything from teaching techniques to delivering classes and exams. The majority of educational institutions all across the world choose online instruction, particularly in light of the social isolation brought on by the Covid-19 epidemic. It is not necessary for teachers and students to physically attend school or a class; instead, they are free to do so at home, in distant areas, or wherever else that is suitable for their needs and safe for their health. The aim of this study is to investigate how as Kahoot! a gamification platform affects students' learning goals as measured by their engagement, motivation and enjoyment. In this study, a mixed-method approach was used to determine the impact of using Kahoot! in business classes. A questionnaire was distributed (N=100) to examine their motivation, engagement and enjoyment toward using Kahoot! in business lessons in which five students who completed the questionnaire were invited to participate in the interview, so as to identify the engagement, motivation and enjoyment in using Kahoot!. The major findings revealed that students tended to hold more engagement, motivation and enjoyment in business lessons with Kahoot!.
|Bachelor of Education (Honours)
|Published - 2023
- Game-based learning
- Honours Project (HP)
- Bachelor of Education (Honours) (Business, Accounting and Financial Studies) (Five-year Full-time)
- Programme code: A5B079
- Course code: BUS4902