User:Tolu4565/sandbox

Kahoot Tool
Kahoot is an interactive online based, learning based and game based free platform that allows for instructors to create different questions like; multiple choice questions, discussion questions, true or false and surveys. Kahoot is mainly based on facts so that most times people use it even if casually they pick up facts about different subject matters. Kahoot has been hugely promoted and has now been used in various national and international competitions.

"In the academic year 2018-2019 the incorporation of games into the theoretical sessions was formalized using serious game tools such as Kahoot." The main purpose of the experiment is to check whether or not it increases student participation and motivation. When the experiment was carried out from the sample survey given the researchers found "It is observed that most students (88%) “have fun and learn” when they play Kahoot, which is a clear positive indicator of motivation. In addition, does making Kahoots reinforce what you have learned in class? Most of them (54%) answer that it helps them." From the results given we can see that students show an increase in engagement and motivation in learning we can also see that the students had a positive perception and attitude towards learning. The rankings brought a sense of competition and participation which in turn encouraged the students even more positively.

Gamification
"Games are a crucial aspect of human culture and society and promote motivation. (Bozkurt & Durak 2018 ) " This goes to show how positive the impact is on the promoting of engagement of people. It can be used in education to promote the desired motivational behavior and learning results. “A game refers to a structured play with rules, goals and challenges for the purpose of entertainment”, games can be seen in every aspect of our lives, most people play them recreationally but games have started to be pushed into every aspect of our lives.

"Gamification can be defined as the process of adding games or game like elements to something so as to encourage participation." Gamification is a growing part in every sector of the society, it has started to be used in healthcare, education and the likes.

Gamification is highly related to two concepts; serious games and game-based learning. “Game-based learning refers to the achievement of defined learning outcomes through game content and play and enhancing learning by involving problem-solving spaces and challenges that provide learners, who are also players, with a sense of achievement (Qian & Clark, 2016 ).” “Serious games are games intended for a variety of serious purposes, for example in industry, training, or stimulation(Alsawaier, 2018; Connolly et al., 2012) ”

Gamification in Education
"Gamification is a technique that proposes dynamics associated with game design in the educational environment, in order to stimulate and have direct interaction with students, allowing them to significantly develop their curricular, cognitive, and social competences." It uses techniques to encourage, motivate and promote participation in students. Applying educational gamification especially one with set objectives and rewards can even bring a bigger boost in using websites like Kahoot. The use of badges, levels, rankings and grades it gives the students more motivation to study and have positive responses.

Elements of Gamification
The elements of gamification can be divided into two different types based on the way of motivation, they are intrinsic and extrinsic motivation. " Intrinsic motivation is defined as the doing of an activity for its inherent satisfactions rather than for some separable consequence, while extrinsic motivation is incentivized with the acquisition of reinforcers." Intrinsic motivation is more of feelings of joy and accomplishment while extrinsic motivation deals with external rewards like prizes.