IMPROVING STUDENT ENGAGEMENT WITH KAHOOT! 1
Improving Student Engagement with New Technology:
A Study of the Effects of Kahoot! in the 7th Grade Classroom
Theresa Merculief
University of Alaska Southeast
EDRE 636
December 12, 2015
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Introduction
I have observed that when I ask questions in class I often don’t get very many students
participating. I have also noticed some students are shy and don’t like to talk very much in front
of others. I would like to change this and give those students a voice and generally increase
participation in my class. I want students to be excited about learning and thrilled when I say we
are going to review today.
Kahoot! is an online program that enables teachers to create quiz questions in a game
show type setting. I wanted to see if using this kind of interface would positively impact
participation. I conducted this study to answer the research question, “Does Kahoot! increase
student participation in the 7th grade classroom?”
Literature Review
Technology has changed the way we look at information. Students are growing up on
technology. According to the Census Bureau, in 2013, 74.4 percent (%) of all households
reported Internet use. Household computer ownership and Internet use were most common in
homes with relatively young householders (File & Ryan, 2013). Students in record numbers are
getting online to play games. They have Xbox 360, Playstation 3 and 4, Wii systems, Nintendo,
and games that they play on their phones, computers, iPads, etc. When students go to school,
they can see the difference between their world and school. Most schools have out of date
information and can’t keep up with the ever-changing technology. Engagement is important in a
classroom. Any teacher wants to see a student engaged and participating in class. The article
“QoE in a Cloud-Based Classroom Response System” describes Kahoot! as a tool to keep the
attention of students and increase engagement.
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The company Kahoot! was born in 2012 (Collins, 2015). Its classroom tool can be played
on any device with Internet. It uses a game response system where students participate and
answer questions that are on the board, earning points for their responses. Kahoot! uses a game-
like interface, so it is easy for students to relate to the platform (Bharti, 2015).
According to the article “Kahoot! Is Gamifying Quizzes & Classroom Participation,” by
TechFaster, Kahoot! is leading the charge to “gamify” quizzes and classroom participation.
These kinds of game response systems are nothing new. They have been around since the 1980s.
Kahoot! is different, though, in that a student can participate with any device. As explained in the
TechFaster article, “First and foremost it creates 100% engagement in the classroom, focusing
students on the content being taught, motivated through the game…. a rare or unheard of feat!”
How does it do this? It changes the classroom into a game show where everyone can participate
and try to get the highest score on the board. Multiple studies have shown an increase in
students’ attendance, attentiveness, enthusiasm, and in-class participation using tools like
Kahoot! (Bullock et al., 2003; Roschelle, et al., 2004; & Wits, 2003). Teachers can also print out
a spreadsheet at the beginning or end of a lesson to assess current student knowledge (Vasek,
2015).
Gamification in the classroom can be used to increase participation, engage learners, and
bring a positive attitude to students’ behavior. It can also increase their enjoyment of learning.
Kahoot! can also help students develop skills in communication, collaboration, and presentation
(Matthew et al., 2015). The main problem in today’s classrooms is the lack of engagement and
motivations for students to participate (Kiryakova et al., 2014). Because they are used to being
stimulated by technology in everyday life, students easily get bored with the old teaching
methods. Kahoot! has been found to be effective in changing that in the classroom.
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Methodology
I created questions to program into Kahoot! to be used in classroom sessions. I started
using Kahoot! sessions once or twice a week in weeks 7-11 of the term. I collected data through
observation and by tabulating correct and incorrect responses. Kahoot! can create a print-out of a
spreadsheet showing which students answered and what their answers were, which I used as
well. I used Kahoot! on the days where we had longer classes as well as a “brain break” halfway
through class. I also created a survey (Appendix B) and used it to ask the students what they
thought of Kahoot! Would they recommend other teachers use it? Why do they like (or dislike)
using Kahoot!?
Some of the concerns I had along the way included my feeling that I was trying to collect
too much information. I wanted to use the program with all of my classes to get a good study
sample. At one point, I considered cutting the sample back to two classes, but, instead, I was able
to enlist someone to help me with the observations.
Project Timeline
Week 1: Prior to gathering data, I introduced Kahoot! to the students during the week of
October 5th. After explaining how it worked, I had students create their own user names. I asked
students to incorporate their names into their user names, as I needed names for my data
collection. I gathered data once a week after each use of Kahoot! I printed out the spreadsheet
that Kahoot! offers.
Week 2: I had students play Kahoot! and collected data each time they played. I observed
the students using the program. I had created a Kahoot! quiz to play with them. I used it the first
couple of times and later changed it up a bit.
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Week 3: I did a survey to gather students’ impressions of Kahoot!. I then went over the
data I had collected over the past few weeks and analyzed it to see if there was an increase in
student participation.
Participants
I used Kahoot! in all of my 7th grade classes. I have a variety of students in each class. In
one class, I have several special education students; in this class I often go over material very
thoroughly. One class is made up mostly of boys who are very active and talkative. Another class
includes six boys who are ADHD and very inattentive, and the last class is made up mostly of
gifted students. A total of 98 students participated in the study by working on Kahoot!, and 72
filled out a survey.
Data Analysis
I used Kahoot! with each class over a period of two weeks. I collected data through
observation, note taking, capturing screen shots, making a copy of the results of the game, and
conducting a student survey.
I started the study on October 6, 2015, and used it in all of my classes—two on October
6, 2015, and two on October 7, 2015, and, the following week, on October 13 and October 14. I
took notes of my observations of students’ interactions with the program and saved Kahoot! quiz
results to my Google Drive.
I observed that, overall, the students were excited to use Kahoot! Students would yell out
“Yea!” or put their hands in the air when they got an answer right. Students were clapping their
hands and moving in their seats. They were also making audible comments like “Yes, I got that
right!” or “Oh no! I got it wrong!” I also heard them exclaim “I am first!” or “I am behind so and
so.” Kahoot! lets you see which place you are in and also displays it at the front of the room.
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These kinds of reactions were observed, with a slight amount of variation, in all participating
classes.
Overall, I felt everything went well. I saw an increase in participation by observing
behaviors and screens. On my computer, I have access to what every student is looking at, and I
saw that every computer screen was on Kahoot! (Appendix A). The students really enjoyed it
and expressed disappointment on the days I told them we wouldn’t be working with the program.
I also conducted a survey with the students, and the results showed mostly positive
feedback for students’ Kahoot! experiences (Appendix C).
Findings
The findings from this study suggest the answer to the research question “Does Kahoot!
increase participation in class?” is “Yes.” Both my observations of students’ behaviors and the
information I got from the screen shots indicate that the program improved student engagement.
Even after a few weeks of playing Kahoot! the students were always excited to play it. They
often asked, “Are we going to play Kahoot! today?” Also, looking at the screen shots I took,
most of the student users were engaged.
By surveying the students, I learned that of the 24 (14 boys and 10 girls) in the gifted
class, 67% liked Kahoot! and 33% did not like it. 63% would recommend it to other teachers and
37% would not. 88% believed the program increases participation and 12% said it doesn’t. 67%
said yes, Kahoot! does increase learning, while 33% said it does not.
In a class of 10 boys and 8 girls, 83% said they liked Kahoot! and 17% said they didn’t
like it. 95% (all but one) said they would recommend it to other teachers. 89% believed the
program increases participation while 11% said it does not increase participation.
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In another class of 18, all but six (30%) liked Kahoot! So 60% liked Kahoot! 72% or 13
students would recommend it to other teachers. Five students (27%) would not recommend it to
other teachers. 100% of the students in this class thought it increased participation.
In the fourth class surveyed, there were 18 responses, with 16 (89%) liking Kahoot! and
two (11%) who didn’t. All 18 (100%) thought it increased participation and all (89%) but two
(11%) thought it increased learning. 13 out of the 18 (72%) indicated they would recommend it
to other teachers.
It was interesting to see survey results from four different classes. Looking at these
results, it is clear that most students like Kahoot!, would recommend it to other teachers, and
think it increases their participation and learning.
Conclusion
What I have learned from the research is that Kahoot! does make a difference in learning.
I have now incorporated it into my classes, and we use it weekly or every other week. If I were to
do another research project like this, I would see if students’ learning increases over time using
Kahoot! I assume students learn more when they are engaged, so it might be interesting to me
and helpful to my colleagues to measure the positive effects of this new technology in another
study.
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References
Bharti, P. (2015). How Kahoot! Can Help Teachers to Engage Students. Retrieved September 26, 2015.
Collins, K. (2015). Kahoot!! is gamifying the classroom (Wired UK). Retrieved September 26, 2015.
D. Bullock, V. LaBella, T. Clingan, Z. Ding, G. Stewart, and P. Thibado, “Enhancing the student-instructor interaction frequency,” The Physics Teacher, vol. 40, no. 9, pp. 535–541, 2003.
EdTech: Kahoot! Is Gamifying Quizzes & Classroom Participation | TechFaster. (2014). Retrieved September 26, 2015.
E. Wit, “Who wants to be. . . the use of a personal response system in statistics teaching,” MSOR Connections, vol. 3, no. 2, pp. 14–20, 2003.
File, T., & Ryan, C. (2013). Computer and Internet Use in the United States: 2013. Retrieved September 26, 2015.
J. Roschelle, W. R. Penuel, and L. Abrahamson, “Classroom response and communication systems: Research review and theory,” in Annual Meeting of the American Educational Research Association, San Diego, CA, pp. 1–8, 2004.
Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
Matthews, J., Matthews, M., & Alcena, F. (2015). EDD-7914–Curriculum Teaching and Technology.
QoE in a Cloud-Based Classroom Response System: A Real-Life Longitudinal and Cross-Sectional Study of Kahoot!!.
Vasek, M. (2015). Technology Tool-Hoot Hoot! Kahoot!! Retrieved October 3, 2015, from http://www.texasreaders.org/uploads/4/4/9/0/44902393/spring_2015_newsletter.pdf.
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Appendix A: Screen Shots
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Appendix B: Survey
1. Are you a boy?
2. Are you a girl?
3. Do you like Kahoot!?
4. Would you recommend it to other teachers?
5. Do you think it increases participation?
6. Do you think it increases your learning?
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Appendix C: Survey Results
Blue = No Red = Yes
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