The Use of Gaming Technologies in Shaping Learning Mmotivation: Experience with Kahoot and Moodle
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The aim of the study is to compare student performance during testing on the Kahoot! and Moodle platforms; to determine the impact of gamification on knowledge acquisition, motivation, and engagement. An experimental group (EG) of 70 undergraduate students from Lviv Polytechnic National University was formed to participate in the experiment. Respondents’ ages ranged from 18 to 25 years old. 64.16% of respondents were women and 35.84% were men. Students completed an initial educational test on the Kahoot! platform and a final control test in the Virtual Learning Environment (VLE) of Lviv Polytechnic Na-tional University.
本研究旨在对比学生在Kahoot!与Moodle平台上的测试表现,探究游戏化对知识获取、学习动机与参与度的影响。本实验招募了来自利沃夫国立理工大学的70名本科生组成实验组(EG)参与研究。受访学生年龄介于18至25岁之间,其中女性占比64.16%,男性占比35.84%。所有学生先在Kahoot!平台完成初始教育测试,随后在利沃夫国立理工大学的虚拟学习环境(Virtual Learning Environment, VLE)中完成最终对照测试。
创建时间:
2025-07-21



