Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study

Background and Study Aim. Various published papers have already established the effectiveness of Kahoot! in bolstering students' academic performance through various games. However, there were few to no studies were conducted regarding its effectiveness in learning lecture-based concepts in Phy...

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Main Author: Joseph Lobo
Format: Article
Language:English
Published: IP Iermakov S.S. 2023-01-01
Series:Physical Education of Students
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Online Access:https://sportedu.org.ua/index.php/PES/article/view/1756
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author Joseph Lobo
author_facet Joseph Lobo
author_sort Joseph Lobo
collection DOAJ
description Background and Study Aim. Various published papers have already established the effectiveness of Kahoot! in bolstering students' academic performance through various games. However, there were few to no studies were conducted regarding its effectiveness in learning lecture-based concepts in Physical Education, most especially in the Higher Education setting. In this regard, this present study is aimed to assess the effectiveness of the said application via the Experimental approach. Material and Methods. The respondents for the study are selected 2nd-year students from one section pursuing a Bachelor of Physical Education degree at City College of Angeles (Philippines). Participants were chosen via the Purposive Sampling Technique. 40 item test question covering the topics in Physical Education was formulated.  The test question was used at the stage before the test and after the test. Furthermore, a questionnaire was used to assess students’ perception concerning the attribute of Kahoot! The entire experiment lasted for 5-weeks. The experiment was conducted two weeks after the start of the 2nd semester (academic year 2021-2022). Descriptive analyses (frequency, mean, and standard deviation) were used to describe the perception of students based on the application’s attributes. Paired t-test was utilized in order to assess the significant difference in the performance of students based on their pre-test and post-test scores. Results. Based on the findings, students perceive all the attributes of the application to be ‘very high’ in terms of its accessibility (4.84 ± .22), enhancement factor (4.71 ± .27), motivational factor (4.65 ± .35), and objectives (4.78 ± .33). After the paired t-test analysis, a significant difference was observed between the scores of the students. The findings uncovered that students’ post-test scores are significantly higher (32.44) compared to pre-test scores (19.56) with a mean difference of 12.88 (p = .001). Conclusions. Kahoot! is an effective pedagogical tool to be used for teaching and learning lecture-based concepts in Physical education. Recommendations for teachers and future research directions were also presented as a result of this investigation.
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spelling doaj-art-a6c5cd60428e40dcb51a22abc003dcf12025-08-02T15:59:01ZengIP Iermakov S.S.Physical Education of Students2308-72502023-01-012714910.15561/20755279.2023.01011266Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental studyJoseph Lobo0https://orcid.org/0000-0002-2553-467XCity College of AngelesBackground and Study Aim. Various published papers have already established the effectiveness of Kahoot! in bolstering students' academic performance through various games. However, there were few to no studies were conducted regarding its effectiveness in learning lecture-based concepts in Physical Education, most especially in the Higher Education setting. In this regard, this present study is aimed to assess the effectiveness of the said application via the Experimental approach. Material and Methods. The respondents for the study are selected 2nd-year students from one section pursuing a Bachelor of Physical Education degree at City College of Angeles (Philippines). Participants were chosen via the Purposive Sampling Technique. 40 item test question covering the topics in Physical Education was formulated.  The test question was used at the stage before the test and after the test. Furthermore, a questionnaire was used to assess students’ perception concerning the attribute of Kahoot! The entire experiment lasted for 5-weeks. The experiment was conducted two weeks after the start of the 2nd semester (academic year 2021-2022). Descriptive analyses (frequency, mean, and standard deviation) were used to describe the perception of students based on the application’s attributes. Paired t-test was utilized in order to assess the significant difference in the performance of students based on their pre-test and post-test scores. Results. Based on the findings, students perceive all the attributes of the application to be ‘very high’ in terms of its accessibility (4.84 ± .22), enhancement factor (4.71 ± .27), motivational factor (4.65 ± .35), and objectives (4.78 ± .33). After the paired t-test analysis, a significant difference was observed between the scores of the students. The findings uncovered that students’ post-test scores are significantly higher (32.44) compared to pre-test scores (19.56) with a mean difference of 12.88 (p = .001). Conclusions. Kahoot! is an effective pedagogical tool to be used for teaching and learning lecture-based concepts in Physical education. Recommendations for teachers and future research directions were also presented as a result of this investigation.https://sportedu.org.ua/index.php/PES/article/view/1756game-based applicationhigher educationkahootperformance augmentationphysical education
spellingShingle Joseph Lobo
Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study
Physical Education of Students
game-based application
higher education
kahoot
performance augmentation
physical education
title Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study
title_full Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study
title_fullStr Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study
title_full_unstemmed Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study
title_short Lecture-based performance augmentation via game-based application ‘Kahoot!’ in Physical Education: a 5-week experimental study
title_sort lecture based performance augmentation via game based application kahoot in physical education a 5 week experimental study
topic game-based application
higher education
kahoot
performance augmentation
physical education
url https://sportedu.org.ua/index.php/PES/article/view/1756
work_keys_str_mv AT josephlobo lecturebasedperformanceaugmentationviagamebasedapplicationkahootinphysicaleducationa5weekexperimentalstudy