The Effect of Game-Based Technology on Students’ Learning Anxiety, Motivation, Engagement and Learning Experience: Case Study Kahoot!

Authors

  • Ahmed Alsswey Associate Professor, Department of Multimedia Technology, Faculty of Architecture and Design, Al-Zaytoonah University of Jordan, Amman, Jordan
  • Basim Abbas Alobaydi Associate Professor, Department of graphic design, AL-Zaytoonah university of Jordan, Amman, Jordan
  • Ali Mohammad Ali Alqudah Assistant Professor, Department of Fashion Design, Faculty of Architecture and Design, Al-Zaytoonah University of Jordan, Amman, Jordan

DOI:

https://doi.org/10.61707/565z9c91

Keywords:

Game-Based Learning, Kahoot!, Learning Anxiety, Engagement, Classroom Dynamics, Motivation

Abstract

Traditional learning method encounters main difficulties around student motivation, anxieties, concentration and engagement. Game-based learning, Kahoot! has a significant role in the educational process and has become an essential alternative to traditional education, where statistics indicate that there are more than 1.3 billion active users account from more than 200 countries. Therefore, this study examines the influence of employing Kahoot! on students' experience. A qualitative method was employed, whereas a semi-structured interview approach was conducted to examine the scope to which Kahoot! effect learning anxiety, motivation, engagement, learning experience and classroom dynamics. The findings indicated that Kahoot! decreases learning anxiety, enhances learning experience, improves value of students learning in the classroom, enhances motivation and encourages engagement.  As well as offers chances for teachers to adapt their tutoring established on student knowledge. Other findings showed the students welcome the use Kahoot! tool and found the use of Kahoot! was funny and reduce distractions and enhance focus. 

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Published

2024-03-04

Issue

Section

Articles

How to Cite

The Effect of Game-Based Technology on Students’ Learning Anxiety, Motivation, Engagement and Learning Experience: Case Study Kahoot!. (2024). International Journal of Religion, 5(3), 137-145. https://doi.org/10.61707/565z9c91

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