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IMPACT OF GAMIFICATION ON STUDENTS' PERFORMANCE IN HIGHER EDUCATION

Authors: Dr. Tejashree T. Moharekar & Dr. Pratibha S. Patankar;

IMPACT OF GAMIFICATION ON STUDENTS' PERFORMANCE IN HIGHER EDUCATION

Abstract

The term "gamification" is used to describe the practice of incorporating game elements into non-game contexts for the purpose of improving performance. It has been demonstrated that using gamification to improve students' learning outcomes is both an effective and motivating strategy. In this paper, we assess how well the online gamified application Kahoot helps students learn and retain information. Kahoot encourages students to participate actively in a topic test, leading to higher scores on successive assessments. Students in a Python for Data Science class took two Kahoot! quizzes, and the results showed that, overall, the technology helped them learn and improve their performance.

Keywords

Student Performance, Gamification, Higher Education, Engagement, Success

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selected citations
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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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