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Gamification in the University Classroom.

U

University of Jaén

Status

Completed

Conditions

University Student

Treatments

Other: Kahoot!™ Group

Study type

Interventional

Funder types

Other

Identifiers

Details and patient eligibility

About

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.

Enrollment

74 patients

Sex

All

Ages

18+ years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • 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.

Exclusion criteria

  • 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 design

Primary purpose

Treatment

Allocation

N/A

Interventional model

Single Group Assignment

Masking

None (Open label)

74 participants in 1 patient group

Intervention Group
Experimental group
Description:
Students 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.
Treatment:
Other: Kahoot!™ Group

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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