ArticleJournal of advances in medical education & professionalism2022
Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students' perceptions.
Article in Journal of advances in medical education & professionalism, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.
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Who cites it
8 citing papers in PubMed.
- Gamification in dental education: Role of Kahoot in enhancing student engagement, learning outcomes and knowledge retention.Pakistan journal of medical sciences · 2026Review
- The use of voiceovers and review games in teaching immunology.ImmunoHorizons · 2026Article
- Teaching surgical instruments with a touch of play: A comparative study of Kahoot and Crossword puzzles as fun formative assessments for operating room nursing students.Journal of education and health promotion · 2026Article
- Article
- Students engagement using polls in virtual sessions of physiology, pathology, and pharmacology at King Saud bin Abdulaziz University for Health Sciences during COVID-19 pandemic: a cross-sectional study.BMC medical education · 2023Article
- Study Based on Gamification of Tests throughHealthcare (Basel, Switzerland) · 2023Article
- Implementation of a Web-Based Educational Intervention for Promoting Flipped Classroom Pedagogy: A Mixed-Methods Study.Medical science educator · 2023Article
- Game-based learning in medical education.Frontiers in public health · 2023Review
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Authors and funding
2 authors.
Funding
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Abstract
Introduction: Gamification of learning is a novel pedagogical approach in education, and Kahoot is one of the game-based learning platforms widely used for formative assessments in real-time. This study aimed to explore the medical students' perception of using Kahoot in remote learning. Methods: The mixed-method study was carried out among 72 medical students (in third-year) at Eastern University, Sri Lanka, following a formative assessment on immunology conducted via zoom video conferencing and Kahoot. The students' perception was collected through a google form, which consisted of 13 statements with a 5-point Likert scale and an open-ended question. Descriptive statistics and Mann-Whitney test were computed using SPSS ver. 25. A content analysis was employed to interpret the qualitative statements. Results: The participants' age ranges from 23-28 years with male-female ratio of 1:1.57. The majority of the students felt happy (73.6%) while playing Kahoot remotely and recommended it (84.7%) for formative assessment in future. The participants agreed that Kahoot increased the focus, understanding of the subject, helped retain knowledge, motivated them to learn, provided fun during learning, and kept them active throughout. The majority of the participants agreed that Kahoot was an effective tool for distance learning. Internet connectivity and switching between two applications were identified as difficulties while playing remote mode Kahoot quizzes. Conclusion: The online gaming platform Kahoot has a positive impact on learning immunology. Kahoot maintains its fun and enjoyable nature and motivates students to learn during remote teaching of immunology.
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