Introduction
Much literature is being written on the use of games within the classroom environment
for the purposes of heightening student engagement. Such published and peer-reviewed
articles have emerged in outlets such as the Academy of Educational Leadership Journal to
BizEd. That said, in this current environment of high stakes testing within education (NCLB
2002), one could wonder if there could be a correlation with testing and its method of delivery.
How, then could games have an effect on classroom learning?
According to Carlson (2013), there is an effect on differing instructional methods upon
student learning. When students are offered the opportunity to learn through lecture, videos,
discussion, brainstorming, individual projects, and presentations, only four of these options
provide students with a high level of engagement which they, in turn, interpret as heightening
their own critical thinking within the classroom (Carlson, 2013). These four methods are lecture
with discussion, brainstorming, discussion, and individual projects (Carlson, 2013). Educators
must be sure to stay in tune with what engages their specific student clientele to ensure that the
concepts being delivered through instruction are in a format to heighten their efficacy with such
students (Carlson, 2013). Thus, teachers must be conscious while designing their lessons to
create ones that do heighten student engagement as there is a correlation between student
engagement and how well they perform in class (Ozturk, 2012). Such self-reflection, as in the
student self-video, can also add another layer to designing lessons and instruction that will
heighten student engagement (Maloney, Paynter, Morgan, 7 Ilic, 2013). Furthermore, teachers
must be provided with the appropriate level of autonomy in order to remain connected with their
student clientele (Ozturk, 2012). In fact, the contribution of teachers, with sufficient knowledge,
skills, and motivation, to the effective use of the newest teaching methods and materials are at a
higher level (Ozturk, 2012). The inclusion of an instructional method perceived as new such
Literature Review
Much literature is being written on the use of games within the classroom environment
for the purposes of heightening student engagement. Such published and peer-reviewed
articles have emerged in outlets such as the Academy of Educational Leadership Journal to
BizEd. That said, in this current environment of high stakes testing within education (NCLB
2002), one could wonder if there could be a correlation with testing and its method of delivery.
How, then could games have an effect on classroom learning?
According to Carlson (2013), there is an effect on differing instructional methods upon
student learning. When students are offered the opportunity to learn through lecture, videos,
discussion, brainstorming, individual projects, and presentations, only four of these options
provide students with a high level of engagement which they, in turn, interpret as heightening
their own critical thinking within the classroom (Carlson, 2013). These four methods are lecture
with discussion, brainstorming, discussion, and individual projects (Carlson, 2013). Educators
must be sure to stay in tune with what engages their specific student clientele to ensure that the
concepts being delivered through instruction are in a format to heighten their efficacy with such
students (Carlson, 2013). Thus, teachers must be conscious while designing their lessons to
create ones that do heighten student engagement as there is a correlation between student
engagement and how well they perform in class (Ozturk, 2012). Such self-reflection, as in the
student self-video, can also add another layer to designing lessons and instruction that will
heighten student engagement (Maloney, Paynter, Morgan, 7 Ilic, 2013). Furthermore, teachers
must be provided with the appropriate level of autonomy in order to remain connected with their
Methodology Design
Setting and Participants
This study will be conducted with the students within my 8th grade Advanced
Content/Gifted English Language Arts classroom. Though these students present a small
portion of my suburban Atlanta, Georgia middle school, they will serve as a valid basis to begin
such a study. It is understood at the outset that as this group of students tend to test well, as is
evidenced by their placement within an Advanced Content class as a result of the Georgia
Department of Educations Criterion-Referenced Competency Test (CRCT), further studies with
students who are not already meeting or surpassing grade-level standards may affect the
results of this study in future iterations.
Design
The students will participate in a short assessment on five differing English Language
Arts topics where they are able to participate in either a paper-based version of the assessment
or the game-based assessment. The students will be divided into two distinct, yet randomlyselected groups: one group that takes the paper assessment and the other group that will
Data Collection
As mentioned in the research design section, the students will take part a short
assessment over five different English Language Arts concepts and be separated into two
groups. For the paper-based assessments, the students responses will be hand-scored. For
the game-based assessments, the students will make use of their personal electronic devices
(i.e. smart phones, iPads, eReaders, tablets, etc.) in order to participate in an assessment
delivered via Kahoot. Kahoot, found at www.GetKahoot.com, is an online assessment tool that
is free to use. Once the user creates an account, he or she can choose to create a new quiz,
discussion, or poll called a Kahoot. Should the user opt not to create an original Kahoot, he or
she can use an existing Kahoot created by another user. Once launched for student use, the
teacher or facilitator (previously referred to as the user) will then direct the students as they
Data Analysis
As stated above, the assessments will be either graded through the Kahoot online
assessment system game or by hand for the paper-issued assessments. In order to doublecheck the results, the students who are administered the paper assessment will be provided
with the correct answers. This will serve to decrease the inherent fallibility of a human scorer.
The data will be input into spreadsheets in order to evaluate how each student faired
over the course of the four assessments. They will be organized in order to identify the
following:
Whether or not the type of assessment issued affected student success between the
assessment groups,
Whether or not the type of assessment affected student success for individual students,
The organization of the data within these four avenues will once again work to try and eliminate
any variables beyond that of the types of assessments delivered for analysis. Furthermore, by
looking at the assessment types effects on individual students, other unforeseen correlations
may start to emerge that may also present interesting information that could drive which types of
assessments educators choose to utilize for gauging students standards mastery.
Results
Descriptive Analysis of Data
Class
Period
4th
5th
6th
All
Average
Correct
Answers
out of 5
(Paper)
4.18
4
3.82
4
Average
Average
Correct
Incorrect
Answers Answers
out of 5
out of 5
(Kahoot)
(Paper)
3
0.72
2.86
1.42
3.25
1.18
3.036667 1.106667
Average
Incorrect
Answers
out of 5
(Kahoot)
1.83
1.79
1.75
1.79
Table B
Anova: Single Factor
(Correct Answers)
SUMMARY
Groups
Count
Su
m
Average
Variance
Correct
Answers
Paper
Correct
Answers
Kahoot
12
0.0324
ANOVA
Source of
Variation
SS
Between
Groups
1.392017
Within
Groups
0.142867
4 0.035717
Total
1.534883
df
MS
P-value
F crit
Table C
Anova: Single Factor
(Incorrect Answers)
SUMMARY
Groups
Incorrect
Answers
Paper
Su
m
Count
Incorrect
Answers
Kahoot
Average
Variance
5.37
1.79
0.0016
ANOVA
Source
of
Variation
SS
df
MS
P-value
F crit
0.700417
0.256267
4 0.064067
0.956683
The data collected from this experiment indicate that contrary to my initial hypothesis,
the students clearly did far better in with the traditional assessment versus the gametype Kahoot assessment. This finding comes from the actual number of items correct
(out of a total of five questions) as well as from the average number of items correct
from class-to-class. Furthermore, there was a higher percentage of students who
answered each question correctly in the paper assessment versus with the game-based
Kahoot assessment (Table D).
Table D
Class
Period
Q1
Paper
Q1
Kahoot
Q2
Paper
Q2
Kahoot
Q3
Paper
4th
45%
25.00%
100%
67.67%
100%
5th
64.28%
35.71%
92.86%
64.29%
6th
54.55%
58.33%
90.90%
66.67%
All
55%
39.68%
95%
66.21%
Q3
Kahoot
Q4
Paper
100.00%
81%
100.00%
85.71%
100.00%
100.00%
100%
95.24%
Q4
Kahoot
Q5
Paper
Q5
Kahoot
16.67%
100%
91.67%
43.86%
7.14%
100.00%
92.86%
36.36%
16.67%
100.00%
83.33%
54%
13.49%
100%
89.29%
Though a total of four classes participated within this study, the results of only three of
them were analyzed. The first classs assessments presented several challenges that
Inferential Analysis
The change in assessment format yielded a difference in the students demeanor toward the
activity. While both groups received the same instructions, in each class I observed that the
students experienced challenges in maintaining general assessment protocol while participating
in the Kahoot version of the assessment. Both assessment groups were provided with the
same instructions identified below:
1. Answer each question to the best of your ability.
2. Work individually.
Even with these clear-cut and standard instructions, an interesting phenomenon began to arise
with the administration of each of the Kahoot versions of the assessment: the students worked
collaboratively and consulted one another whilst also competing against one another (Appendix
D). Thus, I surmised that by it being a more game-like format, and games tend to be social in
nature, the students were naturally inclined to engage with one another. Furthermore, this
supported my observation that the students did not take the Kahoot assessment as seriously as
did the groups which responded to the standard paper assessment. As is evidenced by their
Student
Class
Period
Gender
Format
Har
Les
Qui
Nik
May
Hay
Chr
Kat
Ram
Mar
4th
4th
4th
4th
4th
4th
4th
4th
4th
4th
M
F
M
F
F
F
M
F
M
M
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Fel
4th
Paper
Total Correct
Student
Eli
Ste
Sou
Ela
Cam
Mar
Jac
Nic
Ang
Wal
Kai
Gus
Ben
Pen
Class
Period
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
Correct
Answers
Incorrect
Answers
Q1
4
0
3
2
4
1
5
0
4
1
4
1
4
1
5
0
4
1
5
0
4
1
4.18
0.73
Average
Q2
Q3
Q4
Q5
1
0
0
1
0
0
0
1
0
1
1
5
1
1
1
1
1
1
1
1
1
1
1
11
1
1
1
1
1
1
1
1
1
1
1
11
1
0
1
1
1
1
1
1
1
1
0
9
1
1
1
1
1
1
1
1
1
1
1
11
45.00%
100.00%
100.00%
81.00%
100.00%
Q3
Q4
Q5
Gender
Format
Correct
Answers
Incorrect
Answers
M
M
F
F
F
M
F
F
F
M
M
M
M
M
Total
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
3
4
5
3
5
5
4
4
4
3
5
5
3
3
2
1
1
2
0
0
1
1
1
2
0
5
2
2
0
1
1
0
1
1
1
1
1
0
1
1
0
0
1
0
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
0
1
1
0
1
1
0
0
0
0
1
1
0
0
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1.43
13
14
14
64.28%
92.86%
100.00%
43.86%
100.00%
Average
Q1
Q2
Student
Sel
Car
Sof
CJ
Bri
Ade
Gin
Ali
Pax
Chl
Jav
Class
Period
6th
6th
6th
6th
6th
6th
6th
6th
6th
6th
6th
Gender
Format
M
M
F
M
F
F
F
M
M
F
F
Total
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Paper
Correct
Answers
Incorrect
Answers
4
3
4
5
3
3
3
5
5
4
3
1
2
1
0
2
2
2
0
0
1
2
1
0
0
1
0
0
0
1
1
1
1
1
1
1
1
1
1
1
1
1
1
0
1
1
1
1
1
1
1
1
1
1
1
0
0
1
1
0
0
0
1
1
0
0
1
1
1
1
1
1
1
1
1
1
1
3.81
1.18
10
11
11
54.55%
90.90%
100.00%
36.36%
100.00%
Paper
Paper
Average
Q1
Q2
Q3
Q4
Q5
Gender
Lylo
4th
Kahoot
Rahjshiba
4th
Kahoot
Jeff-f-f Dunham
4th
Kahoot
Celene?
4th
Kahoot
Yourmom.com
4th
Kahoot
Korean Jesus
4th
Kahoot
DonutJudgeAlex
4th
Kahoot
ht
4th
Kahoot
Yourmom.org
4th
Kahoot
Gandalf
4th
Kahoot
#NoahC.is life
4th
Kahoot
Reeeeex Meerton
4th
Kahoot
1.83
12
11
25.00%
67.67%
100.00%
16.67%
91.67%
Student
Total
Format
Correct
Answers
Average
Incorrect
Answers
Q1
Q2
Q3
Q4
Q5
Class
Period
Gender
Format
5th
5th
5th
F
F
F
Pluto
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
Ellie
5th
Student
Mariah
Ava
Eddie.savage
.
Johnny
Kellen
Frank
Mikayla
Rikki ( Tyler)
AJ
taylor
Angie
Correct
Answers
Incorrect
Answers
Kahoot
Kahoot
Kahoot
4
4
4
1
1
0
1
1
1
1
1
1
1
1
1
Q4
0
0
0
M
M
M
M
F
F
M
F
F
M
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
4
3
3
3
3
3
3
2
2
1
1
2
2
2
2
2
2
3
3
0
0
0
0
0
0
1
0
0
0
1
1
1
1
1
1
0
1
0
0
0
1
1
1
1
1
1
1
1
1
0
1
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1
1
1
0
Kahoot
2.86
1.79
12
13
35.71%
64.29%
85.71%
7.14%
92.86%
Total
Average
Class
Period
Kahoot
1
1
1
1
1
1
0
1
0
0
0
1
1
1
1
0
1
1
0
1
0
0
1
1
1
1
1
1
1
1
1
1
1
1
1
0
0
0
0
0
0
0
0
0
1
1
1
1
1
0
1
1
1
1
1
Kahoot
3.25
1.75
12
10
58.33%
66.67%
100.00%
16.67%
83.33%
adoniA$
6th
Jordan
Donavan
Courtney
Chaz
Angel
Audrey
Dylan
Total
1
1
1
0
0
1
1
2
2
2
2
2
3
3
eema
Zach
Q5
5
5
4
4
3
3
3
3
3
2
2
6th
6th
6th
6th
6th
6th
6th
6th
6th
6th
6th
Kennede
Q3
Incorrect
Answers
Format
Maribel
Q2
Correct
Answers
Gender
F
F
M
M
M
F
M
M
F
M
F
Student
Q1
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Kahoot
Average
Q1
Q2
Q3
Q4
Q5
Study Procedures
3rd
For this class, I had the students
(27 total) who had a phone on them complete
the Kahoot version, while the nonphone-carrying students completed
a paper and pencil version. The
students completing the paper
version did so in isolation from their
peers as their peers were getting
logged on to Kahoot. Thus, I had
23 students doing the Kahoot as
opposed to 4 students doing the
paper and pencil version.
Observations/Rationale
The students who did the paper and pencil
version finished quite quickly. They asked no
questions.
The students working with Kahoot could not
avoid collaboration. They were discussing
answers and were working in tandem with
one another even though it was a
competition. After the first question, I told
them not to discuss the answers, which
ended the collaboration, but the students
were still vocal and extremely excited to
participate.
6th (24
total, 1
absent)
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