Want to understand the pedagogy behind Kahoot! more? Here’s our curated list of high quality, relevant and peer-reviewed articles on how Kahoot! leads to higher engagement, higher student motivation and better learning outcomes.
Applications of Kahoot! in learning
Bawa, P. (2019). Using Kahoot to Inspire. Journal of Educational Technology Systems, 47(3), 373-390.
This study explores how Kahoot! enhances learner performance and engagement levels more than traditional teaching methods. It’s relevant for teachers, professors, and curriculum designers, especially in higher education.
Bicen, H., & Kocakoyun, S. (2017). Determination of University Students’ Most Preferred Mobile Application for Gamification. World Journal on Educational Technology: Current Issues, 9(1), 18-23.
According to this study, college students in Turkey preferred playing Kahoot! over other popular learning tools ClassDojo, Socrative, and Classcraft. It’s relevant for college professors, academic researchers, and educators looking for game-based classroom tools.
Cutri, R., Marim, L. R., Cordeiro, J. R., Gil, H. A. C., & Guerald, C. C. T. (2016). Kahoot, a new and cheap way to get classroom-response instead of using clickers. In Proceedings of American Society for Engineering Education conference, New Orleans, USA (p. 26-29).
The research demonstrates how Kahoot! can be used as to obtain immediate audience feedback instead of using a “clicker”, with a focus on higher education.
Gebbels, M. (2018). Re-engineering challenging and abstract topics using Kahoot!, a student response system. Compass: Journal of Learning and Teaching, 11(2).
This lecturer studied the impact of playing Kahoot! as a digital student response system to keep students engaged, as well as providing the instructor with feedback. It’s relevant for any educator who is considering using Kahoot! in their classroom.
Grinias, J. P. (2017). Making a game out of it: Using web-based competitive quizzes for quantitative analysis content review. Journal of Chemical Education, 94 (9), 1363–1366.
This paper reviews the efficacy of Kahoot! inside of the classroom, specifically for analytical chemistry students. It’s most relevant for educators who want to implement Kahoot! into their classrooms.
Kuo, C. L., & Chuang, Y. H. (2018). Kahoot: Applications and Effects in Education. Hu Li Za Zhi, 65(6), 13-19.
This research provides techniques on how to introduce Kahoot! into the college classroom and how to use it effectively. It’s primarily aimed at nursing instructors but will be useful for any educator who is interested in engaging digitally with Generation Z.
Leung, E., & Pluskwik, E. (2018). Effectiveness of Gamification Activities in a Project-based Learning Classroom. Paper presented at ASEE Annual Conference & Exposition.
Here, researchers studied the efficacy of gamification in the college classroom and found that Kahoot! scored the highest in engagement and enjoyment. It’s a useful article for educators who are evaluating different types of digital tools for the classroom.
Panagiotis, F., Theodoros, M., Leinfellner, R., & Yasmine, R. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electronic Journal of e-learning, 14(2), 94-110.
This study shows how gamifying a computer-programming course positively impacted students’ learning experience, motivation, recall ability, and performance. It is particularly relevant for computer science teachers and academics as well as any educator interested in the effects of gamification.
Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158.
This article reviews how university professors can incorporate e-learning into their classrooms with Kahoot! and the benefits the platform can provide to students and professors. It’s a useful article for higher education professionals looking for guidance on implementing Kahoot! into their curriculum.
Tan, D., Ganapathy, M., Kaur, M. (2018).Kahoot ! It : Gamification in Higher Education. Pertanika Journal of Social Science and Humanities, 26(1), 565–582.
This study shows how Kahoot! can increase student motivation and engagement along with reinforcing learning materials. It’s relevant for college professors wanting to learn more about the benefits of Kahoot! in the classroom.
Wang, A. I., & Lieberoth, A. (2016, January). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot. In European Conference on Games Based Learning (p. 738). Academic Conferences International Limited.
This article dives into the specifics of game-based learning, demonstrating how drivers like music and points can have an effect on engagement and learning. It’s relevant to educators interested in understanding the impact of music and competition in the classroom.
Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning grammar?. Teaching English with Technology, 16(3), 17-36.
This study showed how Kahoot! has a positive effect on students learning languages. It is particularly useful for language teachers who are considering using Kahoot! in their teaching.