Gamification using Kahoot! to increase students’ engagement in higher education
Abstract
There is a growing awareness in the Higher Education (HE) sector of the importance of adapting teaching methods to promote higher levels of student engagement. Gamification is an increasingly popular way to achieve this, with literature showing that digital games effectively increase student interaction and enjoyment. With digital quiz platforms being an easily accessible way to introduce learning through gamification into sessions, this article discusses the use and impact of the Kahoot! platform within Foundation Year Physics lectures. The advantages and disadvantages of the platform, as well as some of its different functionalities, and thus potential methods of use across the HE sector, are also discussed.