Abstract:
This electronic document is a “live” template and already defines the components of your paper [title, text, heads, etc.] The quiz-game Kahoot! is a Norwegian developed q...Show MoreMetadata
Abstract:
This electronic document is a “live” template and already defines the components of your paper [title, text, heads, etc.] The quiz-game Kahoot! is a Norwegian developed quiz game that is used in all countries in the world. At the Inland University of Applied Sciences, Kahoot! has been played in several classes and in different ways. This paper will present research at the elementary level both in Macedonia and in Norway. The research is based on an adapted version of the Education Games Evaluation Framework. The adaption is mainly due to it not being a computer game, but a quiz game. The framework for testing the learning outcome from games is based on factors that influence on students Quality of Experience, while playing the game, game's ease of use, usefulness, educational value of the game, adoption of the game to the curricula, and teachers' opinion concerning using the game in the learning process. The purpose of the educational games evaluation framework guideline is to identify different parameters that influence on qualitative integration of educational games in the classroom and investigate their interconnections. The parameters refer to students' attitudes, opinions and interactions during the game. Game's ease of use is a factor that determines students' motivation for using the game for learning. We also took into account the use of a game for achieving educational goals (not only as an assessment method). In that way we tried to make a correlation between entertainment and educational value of a game. The evaluation guideline provides the way to create questionnaires for educational games evaluation. This evaluation framework guideline was used to evaluate several educational games available on market (e.g., ScottieGo) and prototypes (e,g, ZookKemon Go). For the quiz game the adjustments have been to reduce the number of questions regarding the specific gaming questions and rather add questions that are directed directly towards the quiz game. The pupi...
Published in: 2018 17th International Conference on Information Technology Based Higher Education and Training (ITHET)
Date of Conference: 26-28 April 2018
Date Added to IEEE Xplore: 06 August 2018
ISBN Information: