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ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE

Year 2017, , 80 - 93, 01.04.2017
https://doi.org/10.17718/tojde.306561

Abstract

Lower than expected high-stakes examination scores were being observed in a first-year general psychology class. This research sought an alternate approach that would assist students in preparing for high-stakes examinations. The purpose of this study was to measure the effectiveness of an alternate teaching approach based on the testing effect to address low high-stakes examination scores. This was accomplished through the introduction of an online quizzing application that utilized a game show-like user interface called Kahoot™. The results showed a significant difference in high-stakes examination scores for students who utilized Kahoot™ versus students who did not. It can be suggested that pedagogical tools like Kahoot™ have the potential to enhance and improve high-stakes examination scores at the college and university level. Students that used Kahoot™ felt positive about their experience. The results of this study also suggest that creating a fun and engaging environment also supports improved academic performance.

References

  • Agarwal, P.K., Bain, P.M., & Chamberlain, R.W. (2012). The value of applied research: Retrieval practice improves classroom learning and recommendations. Educational Psychology Review, 24, 437-448. Chan, J.C.K., & McDermott, K.B. (2007). The testing effect in recognition memory: A dual process account. Journal of Experimental Psychology: Learning, Memory, and Cognition, 33 (2), 431-437. Hargis, J. (2000). The self-regulated learner advantage: learning science on the internet. Electronic Journal of Science Foundation, 4 (4). Retrieved online at http://ejse.southwestern.edu/article/viewArticle/7637/5404 Herr, K. & Anderson, G. L. (2005). The action research dissertation: A guide for students and faculty. Thousand Oaks, CA: Sage. Iwamoto, D. H., Hargis, J., & Vuong, K. (2016). The effect of project-based learning on student performance: An action research study. International Journal for Scholarship of Technology Enhanced Learning, 1(1), 24-42. Jang, Y., Pashler, H., & Huber, D.E. (2014). Manipulations of choice familiarity in multiplechoice testing support a retrieval practice account of the testing effect. Journal of Educational Psychology, 106 (2), 435-447. Laski, E. V., & Siegler, R. S. (2014). Learning from number board games: You learn what you encode. Developmental Psychology, 50 (3), 853-864. McDaniel, M.A., Agarwal, P.K., Huesler, B.J., McDermott, K.B., & Roediger, H.L. (2011). Testenhanced learning in a middle school science classroom: The effects of quiz frequency and placement. Journal of Educational Psychology, 103 (2), 399-414. McDaniel, M.A., Anderson, J.L., Derbish, M.H., & Morisette, N. (2007). Testing the testing effect in the classroom. European Journal of Cognitive Psychology, 19 (4/5), 494- 513. McDaniel, M.A., Thomas, R.C., Agarwal, P.K., McDermott, K.B., & Roediger, H.L. (2013). Quizzing in middle-school science: Successful transfer performance on classroom exams. Applied Cognitive Psychology, 27, 360-372. Mulligan, N.W. & Peterson, D.J. (2013). The negative repetition effect. Journal of Experimental Psychology: Learning, Memory, and Cognition, 39(5), 1403-1416. Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology, 105(4), 1050. Roediger, H.L., Agarwal, P.K., McDaniel, M.A., & McDermott, K.B. (2011a). Test-enhanced learning in the classroom: Long-term improvements from quizzing. Journal of Experimental Psychology: Applied, 17 (4), 382-395. Roediger, H.L., & Butler, A.C. (2011b). The critical role of retrieval practice in long-term retention. Trends in Cognitive Sciences, 15 (1), 20-27. Roediger, H.L. & Karpicke, J.D. (2006). The power of testing memory: Basic research and implications for educational practice. Perspectives on Psychological Science, 1 (3), 181-210. Watson, C. E., Johanson, M., Loder, M., & Dankiw, J. (2014). Effects of high-stakes testing on third through fifth grade students: Student voices and concerns for educational leaders. Journal of Organizational Learning and Leadership, 12 (1), 1-11. Woo, J. C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. Educational Technology & Society, 17(3), 291– 307. Yigit, E.A., Kiyici, F.B., & Cetinkaya, G. (2014). Evaluating the testing effect in the classroom: An effective way to retrieve learned information. Eurasian Journal of Educational Research, 54, 99-116. Zimmerman, B.J. (2002). Becoming a self-regulated learner: An overview. Theory Into Practice, 41 (2), 64-70.
Year 2017, , 80 - 93, 01.04.2017
https://doi.org/10.17718/tojde.306561

Abstract

References

  • Agarwal, P.K., Bain, P.M., & Chamberlain, R.W. (2012). The value of applied research: Retrieval practice improves classroom learning and recommendations. Educational Psychology Review, 24, 437-448. Chan, J.C.K., & McDermott, K.B. (2007). The testing effect in recognition memory: A dual process account. Journal of Experimental Psychology: Learning, Memory, and Cognition, 33 (2), 431-437. Hargis, J. (2000). The self-regulated learner advantage: learning science on the internet. Electronic Journal of Science Foundation, 4 (4). Retrieved online at http://ejse.southwestern.edu/article/viewArticle/7637/5404 Herr, K. & Anderson, G. L. (2005). The action research dissertation: A guide for students and faculty. Thousand Oaks, CA: Sage. Iwamoto, D. H., Hargis, J., & Vuong, K. (2016). The effect of project-based learning on student performance: An action research study. International Journal for Scholarship of Technology Enhanced Learning, 1(1), 24-42. Jang, Y., Pashler, H., & Huber, D.E. (2014). Manipulations of choice familiarity in multiplechoice testing support a retrieval practice account of the testing effect. Journal of Educational Psychology, 106 (2), 435-447. Laski, E. V., & Siegler, R. S. (2014). Learning from number board games: You learn what you encode. Developmental Psychology, 50 (3), 853-864. McDaniel, M.A., Agarwal, P.K., Huesler, B.J., McDermott, K.B., & Roediger, H.L. (2011). Testenhanced learning in a middle school science classroom: The effects of quiz frequency and placement. Journal of Educational Psychology, 103 (2), 399-414. McDaniel, M.A., Anderson, J.L., Derbish, M.H., & Morisette, N. (2007). Testing the testing effect in the classroom. European Journal of Cognitive Psychology, 19 (4/5), 494- 513. McDaniel, M.A., Thomas, R.C., Agarwal, P.K., McDermott, K.B., & Roediger, H.L. (2013). Quizzing in middle-school science: Successful transfer performance on classroom exams. Applied Cognitive Psychology, 27, 360-372. Mulligan, N.W. & Peterson, D.J. (2013). The negative repetition effect. Journal of Experimental Psychology: Learning, Memory, and Cognition, 39(5), 1403-1416. Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology, 105(4), 1050. Roediger, H.L., Agarwal, P.K., McDaniel, M.A., & McDermott, K.B. (2011a). Test-enhanced learning in the classroom: Long-term improvements from quizzing. Journal of Experimental Psychology: Applied, 17 (4), 382-395. Roediger, H.L., & Butler, A.C. (2011b). The critical role of retrieval practice in long-term retention. Trends in Cognitive Sciences, 15 (1), 20-27. Roediger, H.L. & Karpicke, J.D. (2006). The power of testing memory: Basic research and implications for educational practice. Perspectives on Psychological Science, 1 (3), 181-210. Watson, C. E., Johanson, M., Loder, M., & Dankiw, J. (2014). Effects of high-stakes testing on third through fifth grade students: Student voices and concerns for educational leaders. Journal of Organizational Learning and Leadership, 12 (1), 1-11. Woo, J. C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. Educational Technology & Society, 17(3), 291– 307. Yigit, E.A., Kiyici, F.B., & Cetinkaya, G. (2014). Evaluating the testing effect in the classroom: An effective way to retrieve learned information. Eurasian Journal of Educational Research, 54, 99-116. Zimmerman, B.J. (2002). Becoming a self-regulated learner: An overview. Theory Into Practice, 41 (2), 64-70.
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Details

Journal Section Articles
Authors

Darren H. Iwamoto This is me

Jace Hargıs This is me

Erik Jon Taıtano This is me

Ky Vuong This is me

Publication Date April 1, 2017
Submission Date April 16, 2017
Published in Issue Year 2017

Cite

APA Iwamoto, D. H., Hargıs, J., Taıtano, E. J., Vuong, K. (2017). ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE. Turkish Online Journal of Distance Education, 18(2), 80-93. https://doi.org/10.17718/tojde.306561

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