Endre søk
RefereraExporteraLink to record
Permanent link

Direct link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Investigating whether Elements of Fun in a Gamification Tool Increases Students' Test Results in School: Comparing a Gamification Tool and an Educational Test
Blekinge Tekniska Högskola.
2017 (engelsk)Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
Abstract [en]

For achieving an environment where students think it is more fun to learn in school, a Gamification tool could be applied. Today these tools have been more commonly used, as the digital world evolves. There must be an understanding of how these tools affect the students, in order to use them in school environments. This study investigates whether elements of fun in a Gamification tool increases students' test results, by comparing a Gamification tool and an educational test in school. The results could be analysed by gathering data from two different tests, one with the Gamification tool: Kahoot, and one without it, performed by 16 middle-school students. As a part of the experiment, the students answered a survey including questions about whether they learned something from using a digital tool in school. Five of the students participated in an interview, which purpose was to open up further discussions that could provide valuable information for answering the research question. The results of this study show that the test results did not increase in the use of the gamified tool. Most of the students had fewer right answers in Kahoot compared to the traditional test. No statistically significant change occurred between the learning tools, which proved the null hypothesis. According to the survey, most of the students thought it was more fun using a digital tool in school. The result shows that the use of a Gamification tool affects students' learning negatively, due to the decrease of performance in the test in Kahoot compared to the traditional test. According to the interview, the notable difference between the learning tools is that the gamified tool could potentially create a stressful environment in the classroom compared to the traditional written test. This could be the reason for the decrease in performance of the test in Kahoot. This experiment creates room for further research in this field, but a suggestion would be to do it on a larger scale and to learn more about the elements of fun in learning environments, to get more valid results.

sted, utgiver, år, opplag, sider
2017. , s. 38
Emneord [en]
gamification, elements of fun, game-based learning, Kahoot
HSV kategori
Identifikatorer
URN: urn:nbn:se:bth-16129OAI: oai:DiVA.org:bth-16129DiVA, id: diva2:1201725
Fag / kurs
UD1416 Bachelor's Thesis in Digital Game Development
Utdanningsprogram
UDGTA Technical artist for games
Veileder
Examiner
Tilgjengelig fra: 2018-05-24 Laget: 2018-04-26 Sist oppdatert: 2025-09-30bibliografisk kontrollert

Open Access i DiVA

Fulltekst mangler i DiVA

Av organisasjonen

Søk utenfor DiVA

GoogleGoogle Scholar

urn-nbn

Altmetric

urn-nbn
Totalt: 641 treff
RefereraExporteraLink to record
Permanent link

Direct link
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf