International Journal of Advanced Multidisciplinary Research and Studies
Volume 5, Issue 5, 2025
Assessing the Effectiveness of “Kahoot!" in Enhancing Information Retention to Students at Young Achievers’ School
Author(s): Tumpalan France Constantine M, Doloque Cornelio S Jr, Ylaya Angelo Rome A, Carandang Auspice S, Aposaga Allison A, De Mesa Mariane Carol N, Atragenio Cyrus P, Villanueva Jarlene Charice C, Dumpales Jhon Joven T
Abstract:
Memory retention, specifically low information retention has always been a major problem in academic of learners, which causes low academic performance. And gamification in education has been utilized in many classroom settings and gained popularity through its interactive game-like features. However, studies about "Kahoot!" in improving information retention of senior high school STEM students has remained undiscovered. And by that, implementing gamified applications— particularly "Kahoot!" for learning, utilizing its practical features— this study aims to analyze the effectiveness of the "Kahoot!" program as a game-based learning tool in improving information retention of Grade 12 STEM students at Young Achievers' School of Caloocan, Inc. By utilizing quasi-experimental design, 30 students of the 3 sections of STEM strand were selected through stratified random sampling and were divided into two groups: one learned through traditional method and the other through Kahoot! Both groups completed pre-test and post-test to measure their levels. This has been analyzed using and independent t-test to determine their significance of the difference based on their gain scores. The results revealed that students who used Kahoot! attained higher post-test scores (M = 9.67, Sd = 0.89) compared to those in the traditional group (M = 5.80, Sd = 1.79), with a p-value of <0.001 which indicates significant difference. The features of Kahoot! based on the conceptual framework such as instant feedback and time quizzes were identified as most effective in improving information recall as well as engagement.
Keywords: Information Retention, Gamification, Kahoot!, Game Based-Learning, Grade 12 STEM Student
Pages: 300-302
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