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Kahoot! gamification improves learning outcomes in problem-based learning classroom

Published: 27 September 2021 Publication History

Abstract

Problem-based learning (PBL) has been one of the teaching methods used to develop the 21st century skills for new generation of the students. In this study, gamification using Kahoot! application was adopted as part of the PBL in Pharmacotherapeutics I course offered for the 4th year students at our school. The objective of this study was to determine if incorporating a game platform could improve learning efficiency. The topic used for the study was ‘drug-related problem identification’. The pharmacy students were divided into two groups: PBL and PBL plus Kahoot!, and their academic achievement, learning skills as well as satisfaction of the two learning formats were compared. The results of the study showed that students in the PBL plus Kahoot! group had a better academic achievement. Their overall satisfaction was also significantly higher than that of the PBL group, and their learning skills were good to very good. Therefore, this study demonstrates that implementing gamification in PBL classrooms in pharmacy courses may create an effective learning environment suitable for the new millennium learners.

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Cited By

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  • (2024)Relationship and variation of dimensions in gamified experiences associated with the predictive model using GAMEXJournal of New Approaches in Educational Research10.1007/s44322-023-00002-513:1Online publication date: 18-Jan-2024
  • (2022)Designing a Teaching Model in Pharmacotherapeutics Course to Improve Learning Outcomes Through Web-Based Learning for Pharmacy Students2022 10th International Conference on Information and Education Technology (ICIET)10.1109/ICIET55102.2022.9779017(150-155)Online publication date: 9-Apr-2022

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ICMET 2021: 2021 3rd International Conference on Modern Educational Technology
May 2021
210 pages
ISBN:9781450390354
DOI:10.1145/3468978
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 September 2021

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Author Tags

  1. 21st Century Skills
  2. Kahoot!
  3. gamification
  4. problem-based learning

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Cited By

View all
  • (2024)Relationship and variation of dimensions in gamified experiences associated with the predictive model using GAMEXJournal of New Approaches in Educational Research10.1007/s44322-023-00002-513:1Online publication date: 18-Jan-2024
  • (2022)Designing a Teaching Model in Pharmacotherapeutics Course to Improve Learning Outcomes Through Web-Based Learning for Pharmacy Students2022 10th International Conference on Information and Education Technology (ICIET)10.1109/ICIET55102.2022.9779017(150-155)Online publication date: 9-Apr-2022

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