Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Digital Gamification: Application of Kahoot in teaching Biology Subject

View through CrossRef
Abstract Digital technology has increasingly transformed the landscape of science education, positioning gamification as a powerful pedagogical tool to enhance learner engagement and comprehension. This study investigates the application of digital gamification using Kahoot! to enhance comprehension of biology subject content among secondary school students. The study seeks to determine the effectiveness of digital gamification in reinforcing students’ understanding of cell organelles; examine learners’ motivation during the gamified learning process; and evaluate the impact of a digital gamification intervention through pre- and post-intervention assessments. A quasi-experimental design was employed involving two groups: an experimental group using Kahoot! -based digital quizzes and learning content, and a control group exposed to traditional teaching methods. The study targeted Form Two biology students, with gamified content aligned to the cell organelles topic in the Kenyan secondary school curriculum. Data was collected using comprehension tests. Quantitative analysis through t-test revealed statistically significant improvements in comprehension, motivation, and engagement levels among students in the experimental group compared to the control group. The findings demonstrate that digital gamification fosters deeper understanding, enhances motivation, and promotes active participation in biology lessons. The study recommends the integration of digital gamification tools like Kahoot! into science instruction to foster a more interactive and learner-centered environment.
Springer Science and Business Media LLC
Title: Digital Gamification: Application of Kahoot in teaching Biology Subject
Description:
Abstract Digital technology has increasingly transformed the landscape of science education, positioning gamification as a powerful pedagogical tool to enhance learner engagement and comprehension.
This study investigates the application of digital gamification using Kahoot! to enhance comprehension of biology subject content among secondary school students.
The study seeks to determine the effectiveness of digital gamification in reinforcing students’ understanding of cell organelles; examine learners’ motivation during the gamified learning process; and evaluate the impact of a digital gamification intervention through pre- and post-intervention assessments.
A quasi-experimental design was employed involving two groups: an experimental group using Kahoot! -based digital quizzes and learning content, and a control group exposed to traditional teaching methods.
The study targeted Form Two biology students, with gamified content aligned to the cell organelles topic in the Kenyan secondary school curriculum.
Data was collected using comprehension tests.
Quantitative analysis through t-test revealed statistically significant improvements in comprehension, motivation, and engagement levels among students in the experimental group compared to the control group.
The findings demonstrate that digital gamification fosters deeper understanding, enhances motivation, and promotes active participation in biology lessons.
The study recommends the integration of digital gamification tools like Kahoot! into science instruction to foster a more interactive and learner-centered environment.

Related Results

Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Efektivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi pada Mahasiswa
Efektivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi pada Mahasiswa
This study aims to determine the effectiveness of the kahoot application as an evaluation tool for students in terms of student motivation and attention. This type of research is q...
Enhancing Junior High School Students’ Motivation in Physics Learning through Kahoot! Based Gamification: An ARCS Model Approach
Enhancing Junior High School Students’ Motivation in Physics Learning through Kahoot! Based Gamification: An ARCS Model Approach
Motivation plays a pivotal role in shaping students’ engagement and achievement, particularly in subjects such as physics that are often perceived as difficult and abstract. Numero...
EFFECTIVENESS OF GAMIFICATION IN IMPROVING SKILLS IN DEVELOPING DIGITAL AND NONDIGITAL RESOURCES
EFFECTIVENESS OF GAMIFICATION IN IMPROVING SKILLS IN DEVELOPING DIGITAL AND NONDIGITAL RESOURCES
The study investigated the effectiveness of gamification in improving skills in developing digital and nondigital resources among the 30 sophomore teacher education students at Ben...
Pelatihan Pembuatan Ujian Online Menggunakan Aplikasi Kahoot
Pelatihan Pembuatan Ujian Online Menggunakan Aplikasi Kahoot
Abstract: Currently the whole world is being hit by the spread of the COVID-19 virus, which makes all people inevitably stay at home to avoid contracting the virus. As a result, ma...
Implementasi Kahoot dalam Pembelajaran Bahasa Prancis pada Masa Pandemi Covid-19 di SMK DKI Jakarta
Implementasi Kahoot dalam Pembelajaran Bahasa Prancis pada Masa Pandemi Covid-19 di SMK DKI Jakarta
The information technology in learning during this pandemic situation is very important, because we did online courses, while not all teachers, including French teachers, are ready...
Pelatihan Aplikasi Game Based Learning: Kahoot! di Sekolah Muhammadiyah
Pelatihan Aplikasi Game Based Learning: Kahoot! di Sekolah Muhammadiyah
Salah satu pendekatan pembelajaran yang dapat digunakan guru untuk meningkatkan motivasi belajar adalah pendekatan pembelajaran berbasis game. Kahoot! merupakan e-Learning yang mud...
GAMIFICATION AS AN ACTIVE METHODOLOGY IN SCIENCE TEACHING
GAMIFICATION AS AN ACTIVE METHODOLOGY IN SCIENCE TEACHING
This study aimed to analyze the application of gamification as an active methodology in science teaching, investigating its impacts on student learning. The research sought to answ...

Back to Top