Exploring Kahoot! Learning through Gaming in Secondary Science Education
Abstract: Research studies have indicated a significant global decline in students’ enrollment and achievement in science curricula as it has failed to spark the interest of students in learning science in contemporary classrooms. Therefore, the lack of student interest poses a major concern toward enhancing student engagement in science learning. Integrating technology may have a positive impact on students’ motivation and engagement in science learning and fostering 21st-century skills. Game-based mobile learning is emerging as a recent trend in K-12 education, and Kahoot!, an educational mobile application, is gaining popularity as a tool to assist the teaching and learning processes as mobile technology are ubiquitous, continuously evolving, and changing the way students learn. Even though mobile technology is widely available, its use in education, specially schools in rural areas within the United States, is very limited due to inadequate support and a lack of infrastructure. This presentation will highlight the use of Kahoot! to enhance learning science through gamification. Considerations for future directions of research will be discussed.