Cargando…

Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions

INTRODUCTION: Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in real-time. This study aimed to explore the medical students’ perception of using Kahoot in remote learning. METHODS: Th...

Descripción completa

Detalles Bibliográficos
Autores principales: LOHITHARAJAH, JANARTHANI, YOUHASAN, PUNITHALINGAM
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Shiraz University of Medical Sciences 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9309170/
https://www.ncbi.nlm.nih.gov/pubmed/35910514
http://dx.doi.org/10.30476/JAMP.2022.93731.1548
_version_ 1784753100094963712
author LOHITHARAJAH, JANARTHANI
YOUHASAN, PUNITHALINGAM
author_facet LOHITHARAJAH, JANARTHANI
YOUHASAN, PUNITHALINGAM
author_sort LOHITHARAJAH, JANARTHANI
collection PubMed
description INTRODUCTION: Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in real-time. This study aimed to explore the medical students’ perception of using Kahoot in remote learning. METHODS: The mixed-method study was carried out among 72 medical students (in third-year) at Eastern University, Sri Lanka, following a formative assessment on immunology conducted via zoom video conferencing and Kahoot. The students’ perception was collected through a google form, which consisted of 13 statements with a 5-point Likert scale and an open-ended question. Descriptive statistics and Mann-Whitney test were computed using SPSS ver. 25. A content analysis was employed to interpret the qualitative statements. RESULTS: The participants’ age ranges from 23-28 years with male-female ratio of 1:1.57. The majority of the students felt happy (73.6%) while playing Kahoot remotely and recommended it (84.7%) for formative assessment in future. The participants agreed that Kahoot increased the focus, understanding of the subject, helped retain knowledge, motivated them to learn, provided fun during learning, and kept them active throughout. The majority of the participants agreed that Kahoot was an effective tool for distance learning. Internet connectivity and switching between two applications were identified as difficulties while playing remote mode Kahoot quizzes. CONCLUSION: The online gaming platform Kahoot has a positive impact on learning immunology. Kahoot maintains its fun and enjoyable nature and motivates students to learn during remote teaching of immunology.
format Online
Article
Text
id pubmed-9309170
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher Shiraz University of Medical Sciences
record_format MEDLINE/PubMed
spelling pubmed-93091702022-07-29 Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions LOHITHARAJAH, JANARTHANI YOUHASAN, PUNITHALINGAM J Adv Med Educ Prof Original Article INTRODUCTION: Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in real-time. This study aimed to explore the medical students’ perception of using Kahoot in remote learning. METHODS: The mixed-method study was carried out among 72 medical students (in third-year) at Eastern University, Sri Lanka, following a formative assessment on immunology conducted via zoom video conferencing and Kahoot. The students’ perception was collected through a google form, which consisted of 13 statements with a 5-point Likert scale and an open-ended question. Descriptive statistics and Mann-Whitney test were computed using SPSS ver. 25. A content analysis was employed to interpret the qualitative statements. RESULTS: The participants’ age ranges from 23-28 years with male-female ratio of 1:1.57. The majority of the students felt happy (73.6%) while playing Kahoot remotely and recommended it (84.7%) for formative assessment in future. The participants agreed that Kahoot increased the focus, understanding of the subject, helped retain knowledge, motivated them to learn, provided fun during learning, and kept them active throughout. The majority of the participants agreed that Kahoot was an effective tool for distance learning. Internet connectivity and switching between two applications were identified as difficulties while playing remote mode Kahoot quizzes. CONCLUSION: The online gaming platform Kahoot has a positive impact on learning immunology. Kahoot maintains its fun and enjoyable nature and motivates students to learn during remote teaching of immunology. Shiraz University of Medical Sciences 2022-07 /pmc/articles/PMC9309170/ /pubmed/35910514 http://dx.doi.org/10.30476/JAMP.2022.93731.1548 Text en Copyright: © Journal of Advances in Medical Education & Professionalism https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 Unported License, ( http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) ) which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Original Article
LOHITHARAJAH, JANARTHANI
YOUHASAN, PUNITHALINGAM
Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions
title Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions
title_full Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions
title_fullStr Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions
title_full_unstemmed Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions
title_short Utilizing Gamification Effect through Kahoot in Remote Teaching of Immunology: Medical Students’ Perceptions
title_sort utilizing gamification effect through kahoot in remote teaching of immunology: medical students’ perceptions
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9309170/
https://www.ncbi.nlm.nih.gov/pubmed/35910514
http://dx.doi.org/10.30476/JAMP.2022.93731.1548
work_keys_str_mv AT lohitharajahjanarthani utilizinggamificationeffectthroughkahootinremoteteachingofimmunologymedicalstudentsperceptions
AT youhasanpunithalingam utilizinggamificationeffectthroughkahootinremoteteachingofimmunologymedicalstudentsperceptions