Using quizzes in class can bring so many advantages to the teachers and students. The quizzes can help the teachers evaluable the knowledge of their learners. Also, they can force the students to think deeply about things they have studied, receive feedback on how well they truly understand, and more. To look into the efficiency of utilizing three various quiz methods in classes, there was already a research project that was started in Fall 2013 at the Norwegian University of Science and Technology (NTNU). The methods are such as conducting a quiz on a paper, utilizing the student-response system Clickers, and Kahoot.
Carrying out the investigation and earning the results
The investigation was started in the course TDT4110 IT Introduction course, along with roughly 2000 students for each year. The students are divided into five parallels of 500 students because of the large space of the course. They all have the similar lectures. All of the students carried out a paper-based pre-test on the topic given by the lecture prior to the lecture, as well as the similar text at the end. With these two tests at the starting and ending, the teacher would understand how much the learners had acquired and gained. There was also a questionnaire for the students to fulfill when the lecture came to its conclusion. The questions were all about their encouragement, engagement, as well as how they did the quiz.
The results came out indicating different percentages of how the students learned. The ones carrying out Kahoot acquired the knowledge 22% more than the ones who did paper-based tests. Also, there were over 52% of students using the student-response system Clickers, but this result is not trustworthy because there were a lot of technical problems operating the system, which didn’t give enough time for them to fulfill the test. In addition, through the results, the students that took the test based on student-response system didn’t enhance their learning much more than the ones taking the test based on paper.
Compared to the ones taking the paper test, the ones using Kahoot were 25% more stimulated by the quiz, along with 21% more inspired than the ones that took the student-response system. In addition, the ones who took the quiz on Kahoot were 12% and 8% contented by finishing the quiz as compared to the paper and student-response system quiz.
Taking everything into account, using Kahoot which is a considered as a nice game-based learning tool will bring an important effect on how much knowledge students can acquire, the way they join, as well as how they feel motivated in lectures. According to the results, using Kahoot can even increase the effects in a good way as compared to the student response system. The results can be joined together by the inspection of the number of students engaging in lecture quizzes. After using Kahoot as well as the Clickers system during a semester, if using Kahoot, over 90% of the students engaged in the quiz. But the result of using the Clickers system showed that only 50-60% of the students who joined. The students were also asked about how they felt about these systems used for teaching, most of them said that Kahoot had an impression on them, and it did attract them to join the quiz. The students will earn a lot of points based on the answers they chose, and if they play it well, their name can be shown up on the public scoreboard, which will give them a big motivation in joining the quizzes and learning to acquire more knowledge. In addition, the students also report that Kahoot consists of audio and music effects, causing it to be very tough to neglect what is happening in front of the classroom. All students are highly recommended to take part in Kahoot!