Gamification of E-Learning through Kahoot! to Improve Students’ Academic Performance
Artificial Intelligence and System Engineering: Proceedings of 8th Computational Methods in Systems and Software 2024. Vol.2. Lecture Notes in Networks and Systems. Vol.1490 2025
Roman Tsarev, Ivana Roncevic, Elena Potekhina, Ayman Aljarbouh, Irina Nikolaeva, Nataļja Muračova

This paper addresses the phenomenon of gamification of e-learning through the Kahoot! platform to improve the academic performance of university students. Academic performance is closely connected with the level of students’ academic motivation: the one who is interested, aspiring and involved always makes more efforts to obtain solid and deep knowledge and high grades. Increasing the level of students’ motivation, and thus their academic performance, is known to depend on the chosen pedagogical technologies, methods and techniques of teaching. The traditional approach in this matter creates a lot of limitations, especially in the field of student assessment, testing and surveys. Teachers have long sought to use game-based learning methods, but this is often a labor-intensive process. E-learning opens up new opportunities for students and teachers: new platforms, services, applications and websites are increasingly appearing that can be used for educational purposes. Most of them follow the trend of gamification of learning, which implies the introduction of game elements and challenges, levels, storylines, bonus and achievement systems, instant feedback and leaderboards. Kahoot! is designed for creating and conducting interactive quizzes, tests, surveys, and game classes. With its help, the teacher creates vivid interactive questions with answer options, and students perform tasks from their devices. This platform allows to add pictures and videos to questions, set time per question, encourage students on the complexity of the task, quickly track the results and progress of students. In this way, students’ engagement and motivation are increased and their cognitive activity is enhanced. In our work, a study was conducted to evaluate the impact of Kahoot! on students’ academic performance. The groups of students involved in the experimental study were initially at the same level: they had the same initial academic results. However, in one of the groups Kahoot! was used during training: for consolidation of lecture material, systematization of knowledge, working out of the acquired skills, development of necessary competences and current testing. With the help of Student’s t-test and mean value it was proved that students who used Kahoot! showed higher average grades. Thus, the use of Kahoot! has a positive impact on the educational process, which is reflected in higher academic performance of students.


Keywords
Academic Performance; E-learning; Gamification; Kahoot!; Learning Outcomes; Motivation; Questioning; Student’s T-Test; Testing
DOI
10.1007/978-3-031-96759-7_29
Hyperlink
https://link.springer.com/chapter/10.1007/978-3-031-96759-7_29

Tsarev, R., Roncevic, I., Potekhina, E., Aljarbouh, A., Nikolaeva, I., Muračova, N. Gamification of E-Learning through Kahoot! to Improve Students’ Academic Performance. In: Artificial Intelligence and System Engineering: Proceedings of 8th Computational Methods in Systems and Software 2024. Vol.2. Lecture Notes in Networks and Systems. Vol.1490, Russia, Moscow, 12-14 October, 2024. Cham: Springer Science and Business Media Deutschland GmbH, 2025, pp.397-405. ISBN 978-303196758-0. e-ISBN 978-3-031-96759-7. ISSN 2367-3370. e-ISSN 2367-3389. Available from: doi:10.1007/978-3-031-96759-7_29

Publication language
English (en)
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