Beruflich Dokumente
Kultur Dokumente
Tutor:(if applicable)
Student ID 077457
Student Name Ben Hendriks
Unit Code EMT698
Unit Name Curriculum Inquiry and Design
Assessment Task
Assessment Task 2: Teacher Inquiry Proposal
Title/Number
Word Count 2498
I declare that all material in this assessment task is my own work except where there is clear acknowledgement or reference
to the work of others and I have complied and agreed to the University statement on Plagiarism and Academic Integrity on
the University website at www.utas.edu.au/plagiarism *
Date 12/10/2015
*By submitting this assessment task and cover sheet electronically, in whatever form, you are deemed to have made the
declaration set out above.
Assessors feedback:
Assessment Task:
Assessors Signature (optional) :
Dated:
Assessment # 2
Page 2 of 14
Assessment # 2
finding lends itself to questioning: what is the most effective way of implementing
games in the classroom?
Aim
My study proposal aims to make comparisons between a year 11 non-pre-tertiary
mathematics classes. One of these classes will implement games by the way of Kahoot
quizzes, whereas the other will use team-based written quizzes. The study will use both
qualitative and quantitative data to answer the key inquiry question: Does the regular use
of Kahoot quizzes impact a classrooms social dynamics and academic performance
compared to the regular use of written, team-oriented quizzes?
Literature Review
As my focus of this study has shifted slightly to centre on Kahoot rather than
apps in general, I have in fact been able to widen the scope for this literature review. The
areas I have researched are:
Literature on Kahoot
Page 3 of 14
Assessment # 2
Page 4 of 14
Assessment # 2
Zhang et al. (2015) found that apps were useful in improving students academic
performance and also helping bridge the gap between students they deemed struggling
with those they determined typical. Zhang et al. (2015) found that the apps could have
been improved if they included gaming aspects which aligns with what I discussed in the
previous section on games in the classroom. Games can provide extra and unique
challenges and challenging apps have been found to give students better learning
performances and satisfaction compared to apps which are on an easier level (Hung, Sun
& Yu, 2015).
Literature on Kahoot
Kahoot was released in Norway 2013 and has since been widely incorporated
into classrooms across the world (Kahoot, n.d.). There is still however little research into
the effectiveness of Kahoot. Whilst Siegle (2015, p.194) and Johns (2015, p.90)
recommend Kahoot, neither provide any quantitative nor qualitative data on Kahoot.
One exception to this is the study conducted by Wang (2015).
Wang (2015) provides a study into the wear out effect of Kahoot. In this
research, students took part in a Kahoot quiz in every lecture they attended for five
months and Wang (2015) took qualitative data on how students' perception changed in
relation to user-friendliness, engagement, motivation, classroom dynamics,
concentration, and perceived learning. Where engagement and motivation suffered
slightly, classroom dynamics was significantly affected over prolonged use. In my
proposal the students would only be taking a Kahoot quiz once a week over a shorter
period of time yet classroom dynamics is one of the parameters being tested in this
research.
Page 5 of 14
Assessment # 2
Research Design
Method
This study will require two year 11 non-pre-tertiary mathematics classes. These
classes will not have done regular quizzes in previous terms so that the grades which
they have accumulated so far can be used as benchmarks. Ideally this study would take
place in term three to have an accurate indication of each students regular achievement.
The two classes would then be allocated to be:
Once a week, the classes would complete a revision based quiz in the allocated
format. The teacher would use their professional judgement to fill in Table 1. This table
has four criteria where the teacher can mark on a spectrum line the:
Page 6 of 14
Assessment # 2
the class as they will know what stage of the unit the students should be at during a
given week. Since Kahoot quizzes are relatively quick to create, the quiz writing process
should not add much planning time to what would normally be expected. Once the
Kahoot questions are written, so are the team-oriented quiz questions and the teacher
should administer the team-oriented quiz as per the recommendation by Marzano (2010)
previously mentioned in this proposal.
The Analysis. The analysis of the students grades for formal assignments and
tests are relatively self-explanatory. If either class experiences significant changes to the
grades then we can infer that the quizzes have an effect on students results.
The analysis of the qualitative observations are more subjective by nature and
more interpretation will be required. We would be looking for trends, for example what
Wang (2015) coined the wear out effect of Kahoot. Will the students remain engaged
with Kahoot? Will classroom dynamics change when Kahoot is a regular feature of the
weekly routine? To determine the validity of these trends, the teacher administering the
quizzes will need to remain consistent with their judgements and add comments
describing anything which may have been unusual with the session or affected the
delivery of the quiz.
Page 7 of 14
Assessment # 2
The following table is designed to help the teacher quickly make a judgement
and keep track of the effectiveness of the game/quiz format in the classroom. The
additional comments space should be used if the teacher has any other information to
report.
Date:
Students on task:
None
Most
All
Hooked
Party Time
Competitive
Collegial
Useful
Directive
Additional Comments: (e.g. what were the positive learning opportunities such as
discussions, correcting misconceptions, etc.?)
Table 1. Teacher uses this table to record judgements on effectiveness of Kahoot quizzes
and team oriented paper and pencil quizzes
Page 8 of 14
Assessment # 2
Methodology
Epistemology and ontology are the driving factors behind research design.
Allison and Pomeroy (2000, p.94) and Lather (2006, p.38) provide terms for people
depending on their views of research. The types of researchers at opposite ends of the
spectrum are:
Positivist or objectivist
Interpretivist or subjectivist
When designing the research method for this proposal I wanted to avoid placing
myself in either camp as I believe that within a classroom it is useful to consider
multiple lenses and multiple ways of producing knowledge (Standish, 2014). Of course
this means that the results from my research would then be more open to interpretation
than purely objective data, but then this is why I propose collecting both quantitative and
qualitative data.
Studies which combine quantitative and qualitative methods are what Efron and
Ravid (2013, p.45) logically name mixed-methods research. In this integrated research,
the quantitative and qualitative data are both collected to answer the same inquiry
question as outlined earlier in the aim. The researcher (teacher) has the role of collecting
data that can be used statistically and they will also be required to make judgements on
effectiveness of the two forms of quizzes with the aid of Table 1.
Selection of participants
I have chosen to propose a study to take place in non-pre-tertiary senior
secondary classrooms because:
Page 9 of 14
Assessment # 2
Page 10 of 14
Assessment # 2
As well as these criteria for good and ethical teaching, the qualitative methods
conducted in this study must meet the standards set by chapter 3.1 in the National
Statement on Ethical Conduct in Human Research (National Health and Medical
Research Council, 2015). As defined in this section, the teacher will be engaged in
participant observation and will need to be diligent to ensure they are not meeting the
guidelines such as 3.1.1 where the teacher must be mindful as to how their relationship
with the students may be affecting the results.
Page 11 of 14
Assessment # 2
Conclusion
There is little research into Kahoot in the classroom despite it being a popular
classroom app since 2013. This research proposal outlines a method to compare using
Kahoot quizzes to team-oriented written quizzes. I have chosen to gather both
quantitative and qualitative data to cover both ends of the epistemological and
ontological spectrum in an attempt to get a more overall picture of the effects of the
quizzing formats.
The basis of this study has sprouted from practice and adheres to good and
ethical teaching methods.
References
Allison, P., & Pomeroy, E. (2000). How shall we know? epistemological concerns in
research in experiential education. The Journal of Experiential Education, 23(2),
91-98.
Australian Communications and Media Authority. (2014). Tablets take off: Take-up and
use of tablet computers in Australia. Retrieved from
http://www.acma.gov.au/theACMA/engage-blogs/engage-blogs/Researchsnapshots/Tablets-take-off-take-up-and-use-of-tablet-computers-in-Australia
Chang, M., Evans, M. A., Kim, S., Norton, A., & Samur, Y. (2015). Differential effects
of learning games on mathematics proficiency. Educational Media
International, 52(1), 47-57.
Dana, N.F., & Yendol-Hoppey, D. (2014) The reflective educators guide to classroom
research (3rd ed.). Thousand Oaks, CA: Corwin.
Efron, S.E., & Ravid, R. (2013) Action research in education: A practical guide. New
York: Guilford Press.
Page 12 of 14
Assessment # 2
Hovious, A.S., & Van Eck, R.N. (2015). Digital games for 21st-century learning:
Teacher Librarians beliefs and practices. Teacher Librarian, 42(5), 34-38.
Hung, C., Sun, J. C., & Yu, P. (2015). The benefits of a challenge: Student motivation
and flow experience in tablet-PC-game-based learning. Interactive Learning
Environments, 23(2), 172-190.
Johns, K. (2015). Engaging and assessing students with technology: A review of
Kahoot!. The Delta Kappa Gamma Bulletin, 81(4), 89-91.
Kahoot (n.d.). Kahoot is searching for talent to impact education globally [Web log
article]. Retrieved from http://blog.getkahoot.com/post/91947351857/kahoot-issearching-for-talent-to-impact
Lather, P. (2006). Paradigm proliferation as a good thing to think with: teaching research
in education as a wild profusion. International Journal of Qualitative Studies in
Education, 19(1), 35-57.
Marzano, R.J. (2010). Using games to enhance student achievement. Meeting Students
Where They Are, 67(5), 71-72.
National Health and Medical Research Council. (2015). National Statement on Ethical
Conduct in Human Research 2007. Canberra, ACT: National Health and Medical
Research Council.
Standish, P. (2014). What is the philosophy of education?. In R. Bailey (Ed.), The
philosophy of education: An introduction (pp. 4-20). London: Bloomsbury
Academic.
Wang, A. I. (2015). The wear out effect of a game-based student response
system. Computers & Education, 82, 217-227.
Page 13 of 14
Assessment # 2
Wiliam, D. (2014). The right questions, the right way. Using Assessments Thoughtfully,
71(6), 16-19.. Siegle, D. (2015). Technology: Learning can be fun and games.
Gifted child today, 38(3), 192-197.
Zhang, M., Trussell, R. P., Gallegos, B., & Asam, R. R. (2015). Using math apps for
improving student learning: An exploratory study in an inclusive fourth grade
classroom. TechTrends: Linking Research and Practice to Improve
Learning, 59(2), 32-39.
Page 14 of 14