| Literature DB >> 31238926 |
Muhd Al-Aarifin Ismail1, Anisa Ahmad2, Jamilah Al-Muhammady Mohammad2, Nik Mohd Rizal Mohd Fakri2, Mohd Zarawi Mat Nor2, Mohamad Najib Mat Pa2.
Abstract
BACKGROUND: Gamification is an increasingly common phenomenon in education. It is a technique to facilitate formative assessment and to promote student learning. It has been shown to be more effective than traditional methods. This phenomenological study was conducted to explore the advantages of gamification through the use of the Kahoot! platform for formative assessment in medical education.Entities:
Keywords: Formative assessment; Fun learning; Game-based learning; Gamification; Kahoot!; Medical students
Year: 2019 PMID: 31238926 PMCID: PMC6593549 DOI: 10.1186/s12909-019-1658-z
Source DB: PubMed Journal: BMC Med Educ ISSN: 1472-6920 Impact factor: 2.463
Fig. 1Kahoot! session flow
Trustworthiness criteria ensure the trustworthiness of qualitative findings in this study
| Credibility (internal validity) | Transferability (external validity) | Dependability (reliability) | Confirmability (objectivity) |
|---|---|---|---|
• Prolonged engagement • Data source triangulation • Iterative questioning • Peer debriefing session • Peer scrutiny of findings • Trained moderator • Structural coherence | • Nominated sample • Thick description | • Code–recode procedure | • Unbiased moderator • Audit trail • Analyst triangulation • Reflective analysis |
Demographic profiles of the participants
| Participant characteristics | Number of participants | |
|---|---|---|
| Gender | Male | 10 |
| Female | 26 | |
| Ethnic group | Malay | 24 |
| Chinese | 4 | |
| Indian | 8 | |
| Year of study | Year 1 | 30 |
| Year 2 | 6 | |
Theme 1– Attractive learning tool
| Subthemes | Categories | Quotations |
|---|---|---|
| User-friendliness | Accessibility | |
| Specific time & location | ||
| Student participation | ||
| Fun learning | Gamification | |
| Audio-visual stimuli | ||
| Challenge | ||
| Fun activity | ||
| Group learning | ||
| Real-time results | ||
| Differences in technique | ||
| Active learning | Promotion of student participation | |
| Interactivity | ||
| Promotion of active participation |
Theme 2 – Source of motivation
| Subthemes | Categories |
|
|---|---|---|
| Drives learning | Stimulation of continual learning | |
| Facilitation of review of subject matter | ||
| Promotion of deep learning | ||
| Perceptions of improved performance | ||
| Sense of competition | ||
| Increased self-confidence | ||
| Motivation to improve performance | ||
| Provides sense of satisfaction | Satisfaction | |
| Gratification |
Theme 3 – Learning guidance
| Subthemes | Categories | Quotations |
|---|---|---|
| Provides feedback | Insights into areas for improvement | |
| Immediate feedback | ||
| Encourages self-reflection and self-assessment | Focused learning | |
| Stimulation of self-reflection | ||
| Top scorers as benchmarks | ||
| Support for weak students | ||
| Knowledge testing | ||
| Assessment of understanding | ||
| Improve understanding | Increased understanding | |
| Examination preparation | Test of ability to respond quickly | |
| Development of rapid information processing | ||
| Early exposure to MCQs | ||
| Promotion of examination preparation | ||
| Focused learning | Guidance in setting learning priorities | |
| Promotion of goal setting |
Fig. 2Elements of persuasive architecture of gamification