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University StudentNCT06142812

Gamification in the University Classroom.

A study testing Kahoot!™ Group in people with University Student, run by University of Jaén at 1 site in Spain.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This article aims to demonstrate the results of a study on the implementation of Kahoot as a gamification tool in university education. The objectives of this article are: to promote teaching by integrating the use of Kahoot to motivate students and increase their degree of interest and know the students' abilities. Read more about this study

Who is it for?
Ages 18 years and older
Conditions the study is for
University Student
What is being tested?
Kahoot!™ Group
Could I receive a placebo?
No, everyone receives an active treatment
How many people
74 participants
Where
1 siteSpain
Study dates
4 Sep 2023to 22 Dec 2023
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • No healthy volunteers
  • Adult, Older adult

Who may be able to join

  • University participants who were enrolled in the second year of the Physiotherapy Degree at the University of Jaén will be included.
  • Study Period: Those participants who were available and participated in the study from September to December 2022 were considered.

Who cannot join

  • University students who did not provide informed consent according to the study's ethical guidelines.
  • Enrolled in at least one subject from another academic year.

Trial locations and contacts

1 site in 1 country.

Spain1 site
  • Agustín Aibar Almazán

    Jaén, 23007

Other trials in Spain

About this study

Official title: Gamification in the Classroom: Kahoot as a Tool for University Teaching Innovation.

This article aims to demonstrate the results of a study on the implementation of Kahoot as a gamification tool in university education. The objectives of this article are: to promote teaching by integrating the use of Kahoot to motivate students and increase their degree of interest and know the students' abilities. opinions on the implementation of this Gamification tool to teach grammar. The study uses a quasi-experimental research design over a four-month period observing variables such as attention, concentration and creativity, as well as social and personal skills.

Being tested
Kahoot!™ Group

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Kahoot!™ GroupOther

    The theoretical concepts of each subject were taught over a period of four months, with a total duration of 30 hours. Of the total theoretical concepts of the subject, 50% were randomly selected to receive reinforcement through Kahoot! Each of the theoretical concepts chosen at random was consolidated through a Kahoot! questionnaire. which consisted of 15 questions, with three answer options. This questionnaire was administered at the end of the theoretical explanation of each section, with the objective of strengthening the learning of the contents just presented. After students answered each question in Kahoot!, the teacher clarified any questions related to that question and provided explanations as to why one answer was correct and the other two were incorrect. This process offered immediate feedback to students.

Study groups in NCT06142812
Study groupRoleWhat they receive
Intervention GroupExperimentalStudents will be required to log in with a Pin number using a nickname that allows them to remain anonymous. Questions will be displayed on a large screen with four graphic shapes along with a countdown timer, and students will respond using their internet-enabled digital device. Students will choose, from four options, the possible answer by selecting the graphical shape, which they believe is correct, and will receive instant feedback accordingly. After each question, the game will rank players based on their speed and accuracy. The system will award a higher score to the student who enters the correct answer first. At the end of the quiz, the names of the top five players will be displayed on the leaderboard. The results can then be downloaded to highlight problematic questions and identify students who may be struggling.
Receives: Other: Kahoot!™ Group

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. D2 test

    Evaluates selective attention and concentration in the school context. The participant's task is to check carefully, starting from left to right, what is written on each line and must mark all the letters that have two small lines (two below, two above or one below and one above) with a "d". ". These elements are considered relevant. The other combinations (the "d" and the "p", with and without dashes) are considered irrelevant and should not be marked. The participant has 20 s for each line. This test has shown excellent reliability, with ranges between 0.90 and 0.97 for both Cronbach's α and the test-retest, and has also shown convergent and divergent validity.

    Measured: Up to twelve weeks

  2. Creative intelligence test (CREA)

    Evaluates creative intelligence by asking questions about an image. The participant, without opening the image, fills in spaces with provided data. Then the image is shown, and the task is to ask as many questions as possible. Questions are evaluated according to specific guidelines, scoring positively appropriate questions and penalizing decontextualized ones. Additional points are awarded for compound questions. The final score is calculated considering the number of questions, omissions, canceled answers and extra points. A high score (75-99 points) indicates excellent creative abilities, medium (26-74 points) indicates a moderate level of creativity, and low (1-25 points) suggests limited creative ability.

    Measured: Up to twelve weeks

  3. The ability subscale of the SEQ developed by Kember & Leung

    Will be used to collect data on students' reflections on the development of their generic abilities. It consists of 16 items that measure eight aspects of ability: critical thinking (2 items), creative thinking (2 items), self-managed learning (2 items), adaptability (2 items), problem solving (2 items), communication skills . (2 items), interpersonal skills and group work (2 items) and computer knowledge (2 items). Responses were recorded on a five-point Likert scale ranging from 5 ("strongly agree") to 1 ("strongly disagree"). The questionnaire also contains two open-ended questions to gather feedback on the best aspect and the one that needs improvement the most. In this study, the reliability of the ability subscale was high, with Cronbach's alphas of 0.86 and 0.92.

    Measured: Up to twelve weeks

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted22 Nov 2023
  2. Study start4 Sep 2023
  3. Primary completion11 Sep 2023
  4. Study completion22 Dec 2023

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrolment
74 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06142812
Sponsor's protocol ID
-UJA
Status last verified
Mar 2024
First submitted
15 Nov 2023
Last updated
5 Mar 2024
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Kahoot!™ Group in people with University Student, run by University of Jaén at 1 site in Spain.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 5 Mar 2024. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Spain. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

D2 test (time frame: Up to twelve weeks). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 Mar 2024.

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