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Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot.

Andrés Fuster-Guilló1, María Luisa Pertegal-Felices2, Antonio Jimeno-Morenilla1

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Serious games in computer engineering education enhance student motivation and satisfaction. This gamified approach, using tools like Kahoot and hackathons, showed a slight increase in academic performance in computer architecture courses.

Keywords:
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Area of Science:

  • Educational Technology
  • Computer Engineering Education

Background:

  • Gamification, using game mechanics in education, can improve teaching-learning.
  • Serious games are valuable tools for gamification, especially in complex subjects like software engineering.
  • Existing research on gamification's impact on student performance is inconclusive, necessitating further empirical study.

Purpose of the Study:

  • To investigate the benefits of serious games in Computer Engineering education.
  • To analyze the impact on student motivation, satisfaction, and learning outcomes.
  • To provide empirical data on the effectiveness of gamification in this field.

Main Methods:

  • An intervention in a Computer Architecture course using gamification.
  • Theoretical sessions incorporated a serious game (Kahoot) alongside traditional methods.
  • Practical sessions involved group projects and a competitive hackathon to assess performance.

Main Results:

  • Student satisfaction and motivation were evaluated using surveys.
  • Academic performance was assessed via a comparative analysis between experimental and control groups.
  • A slight improvement in marks was observed in the experimental group utilizing serious games.

Conclusions:

  • Serious games show potential benefits for the teaching-learning process in Computer Engineering.
  • The intervention positively impacted student motivation and satisfaction.
  • Further research is needed to fully establish the effectiveness and drawbacks of serious games in diverse educational contexts.