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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.
Student Performance, Gamification, Higher Education, Engagement, Success
Student Performance, Gamification, Higher Education, Engagement, Success
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