A New Approach to Perform Individual Assessments at Higher Education Using Gamification Systems

Author Filipe Portela



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Filipe Portela
  • Algoritmi Centre, University of Minho, Guimarães, Portugal

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Filipe Portela. A New Approach to Perform Individual Assessments at Higher Education Using Gamification Systems. In 4th International Computer Programming Education Conference (ICPEC 2023). Open Access Series in Informatics (OASIcs), Volume 112, pp. 8:1-8:12, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2023)
https://doi.org/10.4230/OASIcs.ICPEC.2023.8

Abstract

Assessment is a crucial element of the educational process, but traditional pen-and-paper tests have limitations in promoting active learning and engagement. To address this challenge, the use of online gamification platforms has increased. In this context, this study explores the effectiveness of Kahoot! for assessment exercises (AE) in higher education. These experiments occurred over three years, included five courses with computer science subjects and had 507 participants. Overall, 97.04% of students achieved a grade higher than ten, and only four failed. The results show that Kahoot! can promote engagement, motivation, and learning outcomes, and its use is well-received by students - 78.70% of students enjoyed this approach, and only 8.68% of participants disliked it. The study’s findings provide valuable insights into using Kahoot! as Student Response System for testing in higher education, with implications for developing new and innovative approaches to assessment and evaluation.

Subject Classification

ACM Subject Classification
  • Information systems → Information retrieval
Keywords
  • TechTeach
  • Information Systems
  • Gamification
  • Higher Education Assessment Tools
  • Kahoot!

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