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Original Research

GAMIFICATION: A PILOT STUDY ON KAHOOT AS AN ADDED TEACHING PLATFORM FOR MARKETING DEGREE STUDENTS

GANESH. R

Vol 18, No 05 ( 2023 )   |  DOI: 10.17605/OSF.IO/BZ8MA   |   Author Affiliation: Senior Lecturer, Faculty of Business and Communications, INTI International University, Nilai, Malaysia.   |   Licensing: CC 4.0   |   Pg no: 1517-1532   |   Published on: 25-05-2023

Abstract

Formative evaluation should be regarded as a step in the learning process because its major goal is to enhance students' understanding. Game-based learning has become more popular in education, and Kahoot is one of the game-based learning platforms being employed in educational institutions. This study investigated how undergraduate marketing programme students perceived Kahoot! as a formative assessment tool in a private higher education setting. A cross-sectional pilot study was conducted on third year degree students in a private higher education institution in Malaysia. The study used a 14-item survey questionnaire with 31 respondents out of 61 fully completed questionnaire. It was discovered that Kahoot is a potential formative assessment tool that is feasible, useful, and makes learning fun and pleasurable. It can be used to inspire students to learn. Students pursuing marketing degree also felt that Kahoot wasn't the best tool for demystifying difficult concepts.


Keywords

Formative; Kahoot; Gamification; Education