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The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Standard

The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! / Wang, Alf Inge; Lieberoth, Andreas.

Proceedings from the 10th European Conference of Game Based Learning. ed. / Thomas Connolly; Liz Boyle. Reading, UK : Academic Conferences and Publishing International Limited, 2016. p. 737-748.

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Harvard

Wang, AI & Lieberoth, A 2016, The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! in T Connolly & L Boyle (eds), Proceedings from the 10th European Conference of Game Based Learning. Academic Conferences and Publishing International Limited, Reading, UK, pp. 737-748, European Conference of Game Based Learning 2016, Paisley, Scotland, United Kingdom, 05/10/2016.

APA

Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! In T. Connolly, & L. Boyle (Eds.), Proceedings from the 10th European Conference of Game Based Learning (pp. 737-748). Academic Conferences and Publishing International Limited.

CBE

Wang AI, Lieberoth A. 2016. The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!. Connolly T, Boyle L, editors. In Proceedings from the 10th European Conference of Game Based Learning. Reading, UK: Academic Conferences and Publishing International Limited. pp. 737-748.

MLA

Wang, Alf Inge and Andreas Lieberoth "The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!". and Connolly, Thomas Boyle, Liz (editors). Proceedings from the 10th European Conference of Game Based Learning. Reading, UK: Academic Conferences and Publishing International Limited. 2016, 737-748.

Vancouver

Wang AI, Lieberoth A. The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! In Connolly T, Boyle L, editors, Proceedings from the 10th European Conference of Game Based Learning. Reading, UK: Academic Conferences and Publishing International Limited. 2016. p. 737-748

Author

Wang, Alf Inge ; Lieberoth, Andreas. / The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!. Proceedings from the 10th European Conference of Game Based Learning. editor / Thomas Connolly ; Liz Boyle. Reading, UK : Academic Conferences and Publishing International Limited, 2016. pp. 737-748

Bibtex

@inproceedings{f1ddf1295e63410180dd1050a162c57d,
title = "The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!",
abstract = "There are many examples on the use of game-based learning in and outside the classroom, along with evaluation of their effect in terms of engagement, learning, classroom dynamics, concentration, motivation and enjoyment. Most of the research in this area focuses on evaluations of the use of game-based learning applications and the effect they have on the students. The majority of these papers show that game-based learning has a positive effect compared to more traditional learning methods. However, there are very few papers that investigate what specific elements in game-based learning applications that produce a positive effect on engagement, motivation, enjoyment, concentration, classroom dynamics and learning. In this paper, we present an experiment where we investigated how the use of points and audio affect the learning environment. Specifically, the paper presents results from an experiment where the same lecture was taught for different group of students using the game-based learning platform Kahoot!. One group used Kahoot! as it supposed to be used with audio and points, one group use Kahoot! without points, and one group used Kahoot! without audio with points, and one group used Kahoot! without points and audio. The results from the experiment reveal that there are some significant differences whether audio and points are used in game-based learning in the areas of concentration, engagement, enjoyment, and motivation. The most surprising finding was how the classroom dynamics was positively affected by use of audio. A total of 593 students participated in this experiment with a gender distribution of 44% female and 56 male students. Contribution: Factorial design method, lit review",
keywords = "Student response systems, Game based learning, Kahoot!, Gamification, Sound, Points, Competetion, Social interaction, It/teknologi, L{\ae}ring, Motivation, Grundskole, Undervisning, It-didaktik",
author = "Wang, {Alf Inge} and Andreas Lieberoth",
year = "2016",
month = oct,
day = "7",
language = "English",
isbn = "978-1-911218-09-8",
pages = "737--748",
editor = "Connolly, {Thomas } and Liz Boyle",
booktitle = "Proceedings from the 10th European Conference of Game Based Learning",
publisher = "Academic Conferences and Publishing International Limited",
note = "European Conference of Game Based Learning 2016, ECGBL ; Conference date: 05-10-2016 Through 14-10-2016",

}

RIS

TY - GEN

T1 - The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!

AU - Wang, Alf Inge

AU - Lieberoth, Andreas

N1 - Conference code: 10

PY - 2016/10/7

Y1 - 2016/10/7

N2 - There are many examples on the use of game-based learning in and outside the classroom, along with evaluation of their effect in terms of engagement, learning, classroom dynamics, concentration, motivation and enjoyment. Most of the research in this area focuses on evaluations of the use of game-based learning applications and the effect they have on the students. The majority of these papers show that game-based learning has a positive effect compared to more traditional learning methods. However, there are very few papers that investigate what specific elements in game-based learning applications that produce a positive effect on engagement, motivation, enjoyment, concentration, classroom dynamics and learning. In this paper, we present an experiment where we investigated how the use of points and audio affect the learning environment. Specifically, the paper presents results from an experiment where the same lecture was taught for different group of students using the game-based learning platform Kahoot!. One group used Kahoot! as it supposed to be used with audio and points, one group use Kahoot! without points, and one group used Kahoot! without audio with points, and one group used Kahoot! without points and audio. The results from the experiment reveal that there are some significant differences whether audio and points are used in game-based learning in the areas of concentration, engagement, enjoyment, and motivation. The most surprising finding was how the classroom dynamics was positively affected by use of audio. A total of 593 students participated in this experiment with a gender distribution of 44% female and 56 male students. Contribution: Factorial design method, lit review

AB - There are many examples on the use of game-based learning in and outside the classroom, along with evaluation of their effect in terms of engagement, learning, classroom dynamics, concentration, motivation and enjoyment. Most of the research in this area focuses on evaluations of the use of game-based learning applications and the effect they have on the students. The majority of these papers show that game-based learning has a positive effect compared to more traditional learning methods. However, there are very few papers that investigate what specific elements in game-based learning applications that produce a positive effect on engagement, motivation, enjoyment, concentration, classroom dynamics and learning. In this paper, we present an experiment where we investigated how the use of points and audio affect the learning environment. Specifically, the paper presents results from an experiment where the same lecture was taught for different group of students using the game-based learning platform Kahoot!. One group used Kahoot! as it supposed to be used with audio and points, one group use Kahoot! without points, and one group used Kahoot! without audio with points, and one group used Kahoot! without points and audio. The results from the experiment reveal that there are some significant differences whether audio and points are used in game-based learning in the areas of concentration, engagement, enjoyment, and motivation. The most surprising finding was how the classroom dynamics was positively affected by use of audio. A total of 593 students participated in this experiment with a gender distribution of 44% female and 56 male students. Contribution: Factorial design method, lit review

KW - Student response systems

KW - Game based learning

KW - Kahoot!

KW - Gamification

KW - Sound

KW - Points

KW - Competetion

KW - Social interaction

KW - It/teknologi

KW - Læring

KW - Motivation

KW - Grundskole

KW - Undervisning

KW - It-didaktik

M3 - Article in proceedings

SN - 978-1-911218-09-8

SP - 737

EP - 748

BT - Proceedings from the 10th European Conference of Game Based Learning

A2 - Connolly, Thomas

A2 - Boyle, Liz

PB - Academic Conferences and Publishing International Limited

CY - Reading, UK

T2 - European Conference of Game Based Learning 2016

Y2 - 5 October 2016 through 14 October 2016

ER -