Efecto del kahoot en la actitud hacia la investigación y el rendimiento académico en universitarios
Effect of kahoot on attitude toward research and academic achievement in university StudentsContenido principal del artículo
El propósito de la investigación es establecer el efecto del uso del Kahoot en las actitudes hacia la investigación y el rendimiento académico de la asignatura de metodología de la investigación en estudiantes de ingeniería química de una universidad en Lima. La investigación es cuasiexperimental y participaron 55 estudiantes. Se emplearon la Escala de Actitudes hacia la Investigación (EACIN-R) y la ficha de recolección del rendimiento. Tras la intervención, el grupo experimental presentaron mejores puntuaciones en las actitudes hacia la investigación y rendimiento en contraste con el grupo control (p ? .05), aunque el incremento atribuido al uso del Kahoot fue pequeño en ambas variables (PSest ? .56). Se concluye que el uso de Kahoot como recurso pedagógico ha ejercido un impacto positivo, aunque modesto, en el estímulo de actitudes proclives hacia la investigación y en el rendimiento académico.
The purpose of the research is to establish the effect of the use of Kahoot on attitudes towards research and academic performance in the subject of research methodology in chemical engineering students at a university in Lima. The research is quasi-experimental and 55 students participated. The Research Attitude Scale (EACIN-R) and the performance collection form were used. After the intervention, the experimental group presented better scores in attitudes towards research and performance in contrast to the control group (p ? .05), although the increase attributed to the use of the Kahoot was small in both variables (PSest ? .56). It is concluded that the use of Kahoot as a pedagogical resource exerted a positive, albeit modest, impact on stimulating research-prone attitudes and academic performance.
Descargas
Detalles del artículo
Al-Arifi, M. N. (2019). Attitudes of pharmacy students towards scientific research and academic career in Saudi Arabia. Saudi Pharmaceutical Journal, 27(4), 517-520. https://doi.org/10.1016/j.jsps.2019.01.015
Aldana, G. M. y Joya, N. S. (2011). Actitudes hacia la investigación científica en docentes de metodología de la investigación. Tabula Rasa, 14, 295-309. https://doi.org/10.25058/20112742.428
Aldana, G. M., Babativa, D. A., Caraballo, G. J. y Rey, C. A. (2019). Escala de actitudes hacia la investigación (EACIN): Evaluación de sus propiedades psicométricas en una muestra colombiana. CES Psicología, 13(1), 89-103. https://doi.org/10.21615/cesp.13.1.6
Aldana, G. M., Caraballo, G. J. y Babativa, D. A. (2016). Escala para medir actitudes hacia la investigación (EACIN): validación de contenido y confiabilidad. Aletheia, 8(2), 104-121. https://aletheia.cinde.org.co/index.php/ALETHEIA/article/view/325
An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66(6), 1505-1527. https://doi.org/10.1007/s11423-018-9620-z
Ares, A. M., Bernal, J., Nozal, M. J., Sánchez, F. J., y Bernal, J. (2018). Results of the use of Kahoot gamification tool in a course of Chemistry. 4th International Conference on Higher Education Advances (HEAd’18), 1215-1222. https://doi.org/10.4995/head18.2018.8179
Asniza, I. N., Zuraidah, M. O. S., Baharuddin, A. R. M., Zuhair, Z. M., y Noora?da, Y. (2021). Online Game-Based Learning Using Kahoot to Enhance Pre-University Students’ Active Learning: A Students’ Perception in Biology Classroom. Journal of Turkish Science Education, 18(1), 145-160. https://doi.org/10.36681/tused.2021.57
Atilano, M. (2017). Game On: Teaching Research Methods to College Students Using Kahoot Library Faculty Presentations y Publications. 56.
https://digitalcommons.unf.edu/library_facpub/56
Baszuk, P. A., y Heath, M. L. (2020). Using Kahoot to increase exam scores and engagement. Journal of Education for Business, 95(8), 548-552. https://doi.org/10.1080/08832323.2019.1707752
Bicen, H., y Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72-93. https://doi.org/10.3991/ijet.v13i02.7467
Boden, G., y Hart, L. (2018). Kahoot – game-based student response system. School Science and Mathematics, 11(4), 351-355. https://doi.org/10.1111/j.1949-8594.2004.tb18253.x
Carrillo, D. L., García, A. C., Laguna, T. R., Magán, G. R., y Moreno, J. A. L. (2019). Using gamification in a teaching innovation project at the university of alcalá: A new approach to experimental science practices. Electronic Journal of e-Learning, 17(2), 93-106. https://doi.org/10.34190/JEL.17.2.03
Correia, M., y Santos, R. (2017). Game-based learning: The use of kahoot in teacher education. 2017 International Symposium on Computers in Education, SIIE 2017, 2018-January, 1-4. https://doi.org/10.1109/SIIE.2017.8259670
Curto Prieto, M., Orcos Palma, L., Blázquez Tobías, P. J., y León, F. J. (2019). Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics. Education Sciences, 9(1), 55. https://doi.org/10.3390/educsci9010055
Dellos, R. (2015). Kahoot A digital game resource for learning. International Journal of Instructional technology and distance learning, 12(4), 49-52. https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&doi=77b4a48b8011bd3b467e2627d4e3b16d9ec13690#page=53
Fotaris, P., Mastoras, T., Leinfellner, R., y Rosunally, Y. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electronic Journal of e-Learning, 14(2), 94-110. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84968755066&partnerID=40&md5=77c48b61146d1172a8d0639d0e9afc8a
Fuster-Guilló, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorín-López, J., Rico-Soliveres, M. L., y Restrepo-Calle, F. (2019). Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot. Frontiers in Psychology, 10, 1-8. https://doi.org/10.3389/fpsyg.2019.02843
Gokbulut, B. (2020). The effect of mentimeter and Kahoot applications on university students’ E-learning. World Journal on Educational Technology: Current Issues, 12(2), 107-116. https://doi.org/10.18844/wjet.v12i2.4814
González Tardón, C. (2014). Videojuegos para la transformación social. Aportaciones conceptuales y metodológicas [Tesis doctoral]. Universidad de Deusto. https://dialnet.unirioja.es/servlet/tesis?codigo=118071
Graham, K. (2014). TechMatters_ Getting into Kahoot(s): Exploring a Game-Based Learning System to Enhance Student Learning. LOEX Quarterly, 42, 6-7.
Guardia, J. J., Del Olmo, J. L., Roa, I., y Berlanga, V. (2019). Innovation in the teaching-learning process: the case of Kahoot On the Horizon, 27(1), 35-45. https://doi.org/10.1108/OTH-11-2018-0035
Hernández-Ramos, J. P., y Belmonte, M. L. (2020). Assessment of the use of kahoot en face-to-face and virtual higher education. Education in the Knowledge Society, 21, 1-12. https://doi.org/10.14201/EKS.22910
Hernández-Ramos, J. P., Martín-Cilleros, M. V. y Sánchez-Gómez, M. C. (2020). Valoración del empleo de Kahoot en la docencia universitaria en base a las consideraciones de los estudiantes. RISTI - Revista Ibérica de Sistemas e Tecnologias de Informação, 37, 16-30. https://doi.org/10.17013/risti.37.16-30
Hidalgo, J., Aldana, G., León, P. y Ucedo, V. (2023). Escala de actitudes hacia la investigación (EACIN-R): propiedades psicométricas en universitarios peruanos. Propósitos y Representaciones, 11(1), e1699. https://doi.org/10.20511/pyr2023.v11n1.1699
Holguin García, F. Y., Holguin Rangel, E. G. y Garcia Mera, N. A. (2020). Gamificación en la enseñanza de las matemáticas: una revisión sistemática. Telos, 22(1), 62-75. https://doi.org/10.36390/telos221.05
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., y Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: a meta-analysis. Educational Technology Research and Development, 68(4), 1875-1901. https://doi.org/10.1007/s11423-020-09807-z
Ismail, M. A.-A., y Mohammad, J. (2017). Kahoot: A Promising Tool for Formative Assessment in Medical Education. Education in Medicine Journal, 9(2), 19-26. https://doi.org/10.21315/eimj2017.9.2.2
Ismail, M. A.-A., Anisa, A., Jamilah, A.-M. M., Nik Mohd Rizal, M. F., Mohd Zarawi, M. N., y Mohamad Najib, M. P. (2019). Using Kahoot as a formative assessment tool in medical education: A phenomenological study. BMC Medical Education, 19(1), 1-8. https://doi.org/10.1186/s12909-019-1658-z
Ismail, M. E., Sa’adan, N., Samsudin, M. A., Hamzah, N., Razali, N., y Mahazir, I. I. (2018). Implementation of The Gamification Concept Using Kahoot Among TVET Students: An Observation. Journal of Physics: Conference Series, 1140(1), 012013. https://doi.org/10.1088/1742-6596/1140/1/012013
Jones, S. M., Katyal, P., Xie, X., Nicolas, M. P., Leung, E. M., Noland, D. M., y Montclare, J. K. (2019). A Kahoot’ Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class. Simulation & Gaming, 50(6), 832-847. https://doi.org/10.1177/1046878119882048
Kaddari, F., Ouahbi, I., y Darhmaoui, H. (2021). Gamification approach in teaching web programming courses in php: Use of kahoot application. International Journal of Modern Education and Computer Science, 13(2), 33-39. https://doi.org/10.5815/ijmecs.2021.02.04
Licorish, S. A., y Lötter, A. L. J. (2022). When Does Kahoot Provide Most Value for Classroom Dynamics, Engagement, and Motivation? IS Students’ and Lecturers’ Perceptions. Journal of Information Systems Education, 33(3), 245-260. https://jise.org/Volume33/n3/JISE2022v33n3pp245-260.html
Licorish, S. A., George, J. L., Owen, H. E., y Daniel, B. (2017). “Go kahoot” Enriching classroom engagement, motivation and learning experience with games. Proceedings of the 25th International Conference on Computers in Education, ICCE 2017 - Main Conference Proceedings, December, 755-764.
Llerena-Izquierdo, J., y Idrovo-Llaguno, J. (2021). Introducing Gamification to Improve the Evaluation Process of Programing Courses at the Salesian Polytechnic University (Guayaquil, Ecuador). In M. Botto-Tobar, W. Zamora, J. Larrea Plúa, J. Bazurto Roldan, & A. Santamaría Philco (Eds.), Systems and Information Sciences. ICCIS 2020. Advances in Intelligent Systems and Computing, (Vol. 1273, 391-401). Springer. https://doi.org/10.1007/978-3-030-59194-6_33
López, V. M., Mon, M., Gutiérrez, E. F., y González, A. D. (2022). Kahoot As an innovative educational gamification proposal in Higher Education. Digital Education Review (42), 34-49. https://doi.org/10.1344/der.2022.42.34-49
Magadan-Diaz, M. y Rivas-García, J. I. (2022). Gamificación del aula en la enseñanza superior online: el uso de Kahoot. Campus Virtuales, 11(1), 137-152. https://doi.org/10.54988/cv.2022.1.978
Martínez Navarro, G. (2017). Tecnologías y nuevas tendencias en educación: aprender jugando. El caso de Kahoot. Opción, 33(83), 252-277. https://www.redalyc.org/articulo.oa?id=31053772009
Martínez-Jiménez, R., Pedrosa-Ortega, C., Liceran-Gutiérrez, A., Ruiz-Jiménez, M. C., y García-Martí, E. (2021). Kahoot as a Tool to Improve Student Academic Performance in Business Management Subjects. Sustainability, 13(5). https://doi.org/10.3390/su13052969
Martínez-Jiménez, R., Pedrosa-Ortega, C., Licerán-Gutiérrez, A., Ruiz-Jiménez, M. C., y García-Martí, E. (2021). Kahoot as a tool to improve student academic performance in business management subjects. Sustainability (Switzerland), 13(5), 1-13. https://doi.org/10.3390/su13052969
Martí-Parreño, J., Seguí-Mas, D., y Seguí-Mas, E. (2016). Teachers’ attitude towards and actual use of gamification. Procedia-Social and Behavioral Sciences, 228, 682-688. https://doi.org/10.1016/j.sbspro.2016.07.104
Mdlalose, N., Ramaila, S., y Ramnarain, U. (2021). Using Kahoot As A Formative Assessment Tool in Science Teacher Education. International Journal of Higher Education, 11(2), 43. https://doi.org/10.5430/ijhe.v11n2p43
Mercado Rey, M. R. (2019). Attitudes toward research by students of Human Medicine course in the Universidad Peruana Los Andes. Educación Médica, 20, 95-98. https://doi.org/10.1016/j.edumed.2017.10.012
Ministerio de Educación. (2021). Guía 3: Desarrollo de competencias en procesos de enseñanza-aprendizaje. Implementación de la educación remota en las universidades. https://hdl.handle.net/20.500.12799/7645.
Murciano-Calles, J. (2020). Use of Kahoot for Assessment in Chemistry Education: A Comparative Study. Journal of Chemical Education, 97(11), 4209-4213. https://doi.org/10.1021/acs.jchemed.0c00348
Navarro, R. E. (2003). El rendimiento académico: concepto, investigación y desarrollo. REICE. Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación, 1(2). https://www.redalyc.org/pdf/551/55110208.pdf
Orhan Göksün, D., y Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers and Education, 135(10), 15-29. https://doi.org/10.1016/j.compedu.2019.02.015
Ortiz-Colón, A.-M., Jordán, J. y Agredal, M. (2018). Gamificación en educación: una panorámica sobre el estado de la cuestión. Educação e Pesquisa, 44, e173773. https://doi.org/10.1590/s1678-4634201844173773
Parra-Santos, T., Molina-Jordá, J.-M., Casanova-Pastor, G., y Maiorano-Lauria, L. P. (2018). Gamification for formative assessment in the framework of engineering learning. Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain. https://doi.org/10.1145/3284179.3284193
Pertegal-Felices, M. L., Jimeno-Morenilla, A., Sánchez-Romero, J. L., y Mora-Mora, H. (2020). Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education. Sustainability, 12(11). https://doi.org/10.3390/su12114778
Ploj-Virti?, M. P., Dolenc, K., y Šorgo, A. (2021). Changes in online distance learning behaviour of university students during the coronavirus disease 2019 outbreak, and development of the model of forced distance online learning preferences. European Journal of Educational Research, 10(1), 393-411. https://doi.org/10.12973/EU-JER.10.1.393
Quiroz, M. F., Gutiérrez, R., Rocha, F., Valenzuela, M. P., y Vilches, C. (2021). Improving English vocabulary learning through Kahoot: A quasi-experimental high school experience. Teaching English with Technology, 21(2), 3-13. https://www.ceeol.com/search/article-detail?id=945093
Resmayani, N., y Putra, I. (2020). Gamification: Using Kahoot to Make Students Love the Class from the Very Beginning. Linguistics and ELT Journal, 7(1), 10-18. https://journal.ummat.ac.id/index.php/JELTL/article/view/1649
Rodríguez-Fernández, L. (2017). Smartphones y aprendizaje: el uso de Kahoot en el aula universitaria. Revista Mediterránea de Comunicación, 8(1), 181-189. https://doi.org/10.14198/medcom2017.8.1.13
Siemens, D. R., Punnen, S., Wong, J., y Kanji, N. (2010). A survey on the attitudes towards research in medical school. BMC Medical Education, 10(1), 4. https://dx.doi.org/10.1186/1472-6920-10-4
Uzunboylu, H., Galimova, E. G., Kurbanov, R. A., Belyalova, A. M., Deberdeeva, N., y Timofeeva, M. (2020). The Views of the Teacher Candidates on the Use of Kahoot as A Gaming Tool. International Journal of Emerging Technologies in Learning, 15(23), 158-168. https://doi.org/10.3991/ijet.v15i23.18811
Ventura-León, J. L. (2016). Tamaño del efecto para la U de Mann-Whitney: aportes al artículo de Valdivia-Peralta et al. Revista chilena de neuro-psiquiatría, 54(4), 353-354. https://dx.doi.org/10.4067/S0717-92272016000400010
Villalón Guzmán, M. T., Caballeros Tinajero, G., Sillero Pérez, J. A., y Ortiz Calderón, A. (2019). Enseñanza del álgebra utilizando la herramienta digital Kahoot. Pistas Educativas, 41(133), 136-148. https://pistaseducativas.celaya.tecnm.mx/index.php/pistas/article/view/2232
Wang, A. I., y Tahir, R. (2020). The effect of using Kahoot for learning – A literature review. Computers and Education, 149(May 2019), 103818. https://doi.org/10.1016/j.compedu.2020.103818
Zainuddin, Z., Chu, S. K. W., Shujahat, M., y Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
Zarzycka-Piskorz, E. (2016). Kahoot it or not?: Can games be motivating in learning grammar? Teaching English with Technology, 16(3), 17-36.
Zhang, Q., y Yu, Z. (2021). A literature review on the influence of Kahoot on learning outcomes, interaction, and collaboration. Education and Information Technologies, 26(4), 4507-4535. https://doi.org/10.1007/s10639-021-10459-6