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Research Article

A meta-thematic analysis of using technology-mediated gamification tools in the learning process

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Received 03 Jan 2023, Accepted 12 Jan 2023, Published online: 06 Feb 2023
 

ABSTRACT

This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students’ cognitive, affective, and social development. Kahoot helps students understand and learn subjects, as well as strengthening their memory and reflection skills. It is also intriguing, entertaining, motivating, and anxiety-relieving. Kahoot also supports collaborative learning, increases class participation, and has a unifying effect. While there are some limitations to using Kahoot in the learning process, the benefits outweigh these limitations, making it a recommended tool for use in the learning process.

Disclosure statement

No potential conflict of interest was reported by the author(s).

Additional information

Notes on contributors

Mehmet Başaran

Mehmet Başaran is an Asst. Prof. Dr. at the Department of Educational Sciences in the field of Curriculum and Instruction in Gaziantep University Education Faculty in Turkey studied at Hacettepe University, Faculty of Science, Department of Mathematics. He was accepted to İhsan Doğramacı Bilkent University Curriculum and Instruction/Mathematics Teaching Master’s Program with a scholarship. While continuing his education in this program, he went to England to study at Cambridge University for a short time in PGCSE in England. He took various roles in many international and national research and education projects. His field of specialization is STEAM in early childhood. He is journal editor/co-editor of the open access ERIC-SSCI-Q1 indexed journals “Frontiers in Psychology” “Psycho-Educational Research Reviews (PERR),” “International Journal of Trends and Developments in Education” and “Gaziantep Üniversitesi Eğitim Bilimleri Dergisi (GAUN-JES).”

This article is part of the following collections:
Gamification to engage learning

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