ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE
Year 2017,
, 80 - 93, 01.04.2017
Darren H. Iwamoto
Jace Hargıs
Erik Jon Taıtano
Ky Vuong
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
Darren H. Iwamoto
Jace Hargıs
Erik Jon Taıtano
Ky Vuong
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.