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The Role of Game-Based Learning (Kahoot!) in Enhancing Academic Performance in Higher Education

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Mendeley Data2026-04-09 收录
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The aim of the study is to compare student performance during testing on the Ka-hoot! 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.

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