Article 2021

A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration

Education and Information Technologies
Journal · Vol. 26 · Issue 4 · pp. 4507-4535
Abstract

Initially developed in 2012, Kahoot! is a game-based student response system aiming to transform the class into a game show. However, some people have doubts about effectiveness of Kahoot! as an educational game. Therefore, based on past studies, this study explored the influence of Kahoot! on learning outcomes and collaboration including curricular interaction and extracurricular collaboration. The results of this study showed that Kahoot, if appropriately used, could improve learning outcomes. At the same time, Boller’s summaries about educational games could not fully define what were needed in the games designed for learning to some extent. It was also concluded that Kahoot! could enhance curricular interaction between students and teachers as well as extracurricular collaboration between or among students. Kahoot! has a bright prospect in both regular and flipped classes, while there are still challenges of Kahoot! use. Lastly, suggestions for future research limitations of this study were discussed as well. © 2021, The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature.

Keywords

Author Keywords

learning outcomes Curricular interaction Extracurricular collaboration Kahoot!

Index Keywords

Author Affiliations
Faculty of Foreign Studies, Beijing Language and Culture University, Beijing, China
Funding & Acknowledgements
No funding information
References 10 References
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