A 'KAHOOT!' Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class. (December 2019)
- Record Type:
- Journal Article
- Title:
- A 'KAHOOT!' Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class. (December 2019)
- Main Title:
- A 'KAHOOT!' Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class
- Authors:
- Jones, Serena M.
Katyal, Priya
Xie, Xuan
Nicolas, Madeleine P.
Leung, Eric M.
Noland, Damon M.
Montclare, Jin Kim - Abstract:
- Background. Keeping high school students engaged and motivated to learn complex scientific concepts can be difficult and challenging; this is especially true if the task feels daunting and unfamiliar to the students. Incorporating educational technology, such as KAHOOT, into the classroom can help students learn scientific material even when it is difficult. Aim. Our objective is to determine the effectiveness ofgamification in anAdvanced Placement Biology (AP biology) classroom by using the online game'KAHOOT!' as a supplement to traditional teacher-centered learning. In addition, we determine the use of'KAHOOT!' in enhancingstudent engagement and the learning experience for biology. Methods. A presentation on Transcription and Translation was given to a small group of high schoolAP Biology students ( n = 18, 18 women). After the presentation, the students were given 15 questions and twenty seconds to answer each question in the'KAHOOT!' game. Both the students and the teacher were given a post-activity survey to assess their interest in the activity. Results. Based on the responses in the Students' Survey, 'KAHOOT!' can be used as a gamified assessment tool to help students learn the topic of 'Transcription and Translation' by actively engaging them in a fun and exciting manner. Conclusion. The overall activity had a positive impact on the students and teacher as the students enjoyed learning Transcription and Translation through the use of 'KAHOOT!'.
- Is Part Of:
- Simulation & gaming. Volume 50:Number 6(2019)
- Journal:
- Simulation & gaming
- Issue:
- Volume 50:Number 6(2019)
- Issue Display:
- Volume 50, Issue 6 (2019)
- Year:
- 2019
- Volume:
- 50
- Issue:
- 6
- Issue Sort Value:
- 2019-0050-0006-0000
- Page Start:
- 832
- Page End:
- 847
- Publication Date:
- 2019-12
- Subjects:
- Advanced placement biology (AP Biology) -- educational technology -- game-based learning -- gamification -- 'KAHOOT!' -- student engagement
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878119882048 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
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- Available online (eLD content is only available in our Reading Rooms) ↗
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