Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform

Game-based learning platforms (GBPs), such as Kahoot!, are tools that can enhance learning experiences for both lecturers and students. However, existing studies on GBPs often yield inconclusive results due to a narrow definition of learning that does not fully address both the input and output stag...

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Published in:CALL-EJ
Main Author: Mihat W.; Lun W.W.; Yik L.H.; Seau L.S.
Format: Article
Language:English
Published: The Pacific Association for Computer Assisted Language Learning (PacCALL) 2024
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85204391891&partnerID=40&md5=605a286678669b7bf1a548cfbe87feec
id 2-s2.0-85204391891
spelling 2-s2.0-85204391891
Mihat W.; Lun W.W.; Yik L.H.; Seau L.S.
Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
2024
CALL-EJ
25
2

https://www.scopus.com/inward/record.uri?eid=2-s2.0-85204391891&partnerID=40&md5=605a286678669b7bf1a548cfbe87feec
Game-based learning platforms (GBPs), such as Kahoot!, are tools that can enhance learning experiences for both lecturers and students. However, existing studies on GBPs often yield inconclusive results due to a narrow definition of learning that does not fully address both the input and output stages. Additionally, there is also a lack of comparative information on the perspectives of lecturers and students. This study therefore aims to investigate the perceptions of lecturers and students regarding the use of GBPs and the discrepancies between them. It involves 252 students undertaking compulsory English courses and 130 lecturers teaching English at a language centre in a Malaysian university. Data were collected using a mixed-methods explanatory sequential design, which included questionnaires and follow-up interviews. The findings suggest that both lecturers and students agree that GBPs have positively influenced their teaching and learning experiences. However, subtle differences between the two groups were observed, especially in motivation, likely due to the teaching preferences, reliability of the tool in summative assessment, and issue with GBPs subscription. In conclusion, this study highlights the need to further study policy implementations on the ground, particularly at the ICT initiatives involving lecturers in higher institutions. © 2024, The Pacific Association for Computer Assisted Language Learning (PacCALL). All rights reserved.
The Pacific Association for Computer Assisted Language Learning (PacCALL)
21879036
English
Article

author Mihat W.; Lun W.W.; Yik L.H.; Seau L.S.
spellingShingle Mihat W.; Lun W.W.; Yik L.H.; Seau L.S.
Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
author_facet Mihat W.; Lun W.W.; Yik L.H.; Seau L.S.
author_sort Mihat W.; Lun W.W.; Yik L.H.; Seau L.S.
title Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
title_short Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
title_full Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
title_fullStr Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
title_full_unstemmed Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
title_sort Kahoot! in Higher Institution: A Comparative Study of Lecturers’ and Students’ Perceptions on a Game-Based Learning Platform
publishDate 2024
container_title CALL-EJ
container_volume 25
container_issue 2
doi_str_mv
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85204391891&partnerID=40&md5=605a286678669b7bf1a548cfbe87feec
description Game-based learning platforms (GBPs), such as Kahoot!, are tools that can enhance learning experiences for both lecturers and students. However, existing studies on GBPs often yield inconclusive results due to a narrow definition of learning that does not fully address both the input and output stages. Additionally, there is also a lack of comparative information on the perspectives of lecturers and students. This study therefore aims to investigate the perceptions of lecturers and students regarding the use of GBPs and the discrepancies between them. It involves 252 students undertaking compulsory English courses and 130 lecturers teaching English at a language centre in a Malaysian university. Data were collected using a mixed-methods explanatory sequential design, which included questionnaires and follow-up interviews. The findings suggest that both lecturers and students agree that GBPs have positively influenced their teaching and learning experiences. However, subtle differences between the two groups were observed, especially in motivation, likely due to the teaching preferences, reliability of the tool in summative assessment, and issue with GBPs subscription. In conclusion, this study highlights the need to further study policy implementations on the ground, particularly at the ICT initiatives involving lecturers in higher institutions. © 2024, The Pacific Association for Computer Assisted Language Learning (PacCALL). All rights reserved.
publisher The Pacific Association for Computer Assisted Language Learning (PacCALL)
issn 21879036
language English
format Article
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