Knowledge and Perceptions of Medical Students After Using Kahoot! Towards General Pharmacology Practical Sessions at King Abdulaziz University
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Knowledge and Perceptions of Medical Students After Using Kahoot! Towards General Pharmacology Practical Sessions at King Abdulaziz University Fatemah Omar Abdullah Kamel King Abdulaziz University Lana Adey Fareed AlShawwa ( lanashawwa@gmail.com ) King Abdulaziz University Research Article Keywords: Active learning, Game Based Education, Pharmacology, pharmacokinetics Posted Date: October 11th, 2021 DOI: https://doi.org/10.21203/rs.3.rs-956795/v1 License: This work is licensed under a Creative Commons Attribution 4.0 International License. Read Full License Page 1/16
Abstract Background College students often do not study effectively or devote enough time to study and may experience a lot of stress which negatively affects their learning. Game-based Electronic learning (GbEl) has been shown to greatly motivate students, encourage learning and improve academic performance. Kahoot! is one such electronic tool, but its effectiveness in the medical education sector in the Kingdom of Saudi Arabia has never been evaluated. Methods This study aimed to determine the effect of the interactive software, Kahoot!, on the participation and academic performance of 274 medical students in their general pharmacology practical sessions at the faculty of medicine at King Abdulaziz University (KAU). The pharmacology sessions were divided into two groups: control and Kahoot! and after each session, students took ‘pre’ and ‘post-tests’ to assess the effect on learning. On the final day of the course, students were given a questionnaire to determine their attitudes and perceptions toward the learning process using Kahoot!. Results The results showed that Kahoot! was an effective, enjoyable, and interactive formative tool that increased student engagement, motivation, and improved academic achievement. Teachers involved in the study agreed on the advantages of using Kahoot! largely out-weighed disadvantages. Background In most medical schools around the world, the teaching of pharmacology is lecture- based where students are passive listeners receiving a massive amount of knowledge about drugs and prescribing them medicines, and they are expected to memorize, retain, and interpret the knowledge effectively within a relatively short period of time (Seth et al., 2010; Chavda et al., 2011; Gillani et al., (2018). This didactic approach has been widely used for a long time. Unsurprisingly, therefore, it is an accepted notion among medical students that pharmacology classes are the most tedious and least useful to them (Naeem et al., 2012; Mustafa et al., 2016). Integrating practical pharmacology sessions into the curriculum has been an ongoing challenge for course designers. There is a need to explore effective ways of teaching this challenging subject by creating a teaching environment conducive to learning and much-needed creative thinking, analytic, and argumentation skills achievable through interactive teaching methods, as demonstrated by Giorgdze and Dgebuadze (2017). Interactive learning has been found to encourage student teamwork, enhance compassion and listening skills, and improve rational decision-making in new situations, all skills Page 2/16
extremely important for medical students in their preparation for becoming competent and caring healthcare practitioners. Research suggests that Game-based Electronic learning (GbEl) can greatly improve learners’ motivation and participation by presenting the content in an interactive, rule-based and competitive manner which supports the learning process in the cognitive, affective and psychomotor domains (Mitchell and Savill- Smith, 2004; Boeker et al., 2013). In the area of teaching medical content, several studies have demonstrated that electronic games could be an effective tool (Kerfoot et al., 2012; Boeker et al., 2013; Rondon et al., 2013). This study aims to determine the effect of the interactive electronic gaming software Kahoot!® on the second-year medical students’ perception and academic performance at the King Abdul Aziz University (KAU) in Jeddah, Kingdom of Saudi Arabia (KSA) in their general pharmacology practical sessions. The use of educational games as study aids and their incorporation into curricula have shown improved students’ attitudes towards learning and enhanced learning outcomes. There are a variety of modern electronic games that have been successfully used as educational tools in both schools and at the university level. A systematic review by Shawaqfeh (2015) concluded that gamification in healthcare education can improve and evaluate the integration of knowledge, comprehension, and confidence of students. Although some students did not believe that the games improved their overall grades, the majority of them felt that they were more engaged, prepared, and confident to face real-life scenarios due to participating in the different educational games. Kahoot! is a popular educational game that is being used to develop learners’ skills. It is an online game that can tests students’ knowledge, is free, and simply requires a multimedia tool participation like a cell phone, laptop, or Chromebook for running the Kahoot! website (Siegle, 2015). Faculty members can create quizzes in a game-based format using multiple-choice questions. The questions can contain various multimedia contents, such as pictures or videos (Siegle, 2015) and can be based on real-life scenarios, thereby approximating practice-oriented learning. There are several studies on the use of Kahoot! as an educational tool both at the school and university levels. A cross-sectional study conducted by Ismail and Mohammad (2017) involving 113 first-year medical students in Malaysia to explore the advantages of gamification through Kahoot! platform for formative assessment in medical education found that Kahoot! sessions motivated students to study, focus on the important concepts and reflect on what they had learned. They concluded that it was a promising formative assessment tool in medical education and recommended health professions educators include it into their teaching and learning activities, particularly for formative assessment. A study conducted by Curto et al. (2019) on a sample of 68 secondary school students (aged 12 to 16 years old) evaluating the use of Kahoot! in mathematics, biology and geology and physics and chemistry reported that students became more confident and engaged in meaningful learning activities when the Page 3/16
classroom environment became more interactive with Kahoot!. The online questionnaires created by the teachers with Kahoot! for which the students could get immediate feedback for each answer allowed the teachers to be informed of the degree of learning achieved by students and the statistics of the data almost immediately. Overall, the results on the benefits on the learning process were very positive and helped to examine the potential of further use of online questionnaires in the classrooms. Felszeghy et al. (2019) examined the effect of using Kahoot! in histology teaching at medical and dental school classes at the University of Eastern Finland. The participation in Kahoot! by 160 students was successful and resulted in learning gains. 77.5% (124/160) of students indicated that gamification increased their motivation to learn. The gaming approach also helped students overcome individual difficulties (139/160) and set up collaboration (107/160). Also, gamification promoted interest (109/160) and the respondents found the immediate feedback on their answers in the game to be a positive feature (146/160). In KSA, gaming has also been used successfully as an educational tool; wherein many studies have shown its effectiveness in improving student learning (Al-Zahrani, 2015; Alqurashi et al., 2016). However, most of the studies have been done in schools. Alqurashi et al. (2016) identified three factors that significantly influenced middle school students in KSA towards gaming: competition, discovery, and knowledge. Sulphey (2017) and Albarakati (2019) evaluated the possibility of utilizing GbEl in dealing with the issues of student engagement and motivation in the higher education sector in KSA, with Sulphey (2017) concluding that GbEl would be an excellent aid to engage students more effectively and help to transform the higher education sector and that it would bypass the traditional “teacher-centred approach” in teaching. To the author’s best knowledge, no previous research has been conducted evaluating the effectiveness of Kahoot! in the medical education sector in KSA, which makes this cross-sectional study the first study of its type. Methods Playing Kahoot! To create a Kahoot! game, instructors logged in to the Kahoot! website (https:// getKahoot!.com). After choosing the Kahoot! option, the instructors could create questions related to the specific pharmacology topic using the available features, after which they received an automatically-generated code. Using their laptop or smartphones, students accessed the game by using the Kahoot! application or by browsing the website, www.Kahoot!.it. The students entered the code that appeared on the screen and registered their names. Once the Kahoot! game started, students earned points based on correct answers and speedy responses. Research methodology and procedures Page 4/16
All 274 second-year undergraduate female medical students at the faculty of medicine (FOM) at KAU, Jeddah, Saudi Arabia, participated. Data was collected across the second semester (period from January 2020 till May 2020) during four one-hour long pharmacology practical sessions (routes of drug administration, pharmacokinetics (PK)I, and PKII, and drug-drug interactions). All the sessions were taught to all the students in the same usual didactic method in their usual classrooms, which had an internet connection, and the students had their own electronic devices. The test sessions (Kahoot!) were the sessions on routes of drug administration and drug-drug interactions. The control sessions were the sessions on PKI and PKII. A short ten-question test, the “pre-test”, designed to test the student knowledge level of the particular session material, was given to all students before each session, whereby they had ten minutes to answer the questions on their devices. To formulate the Kahoot! quizzes, two faculty members corroborated on formulating questions in accordance with the sessions’ student learning objectives and entering them into the Kahoot! template. One session (on dosage forms) was utilized as a pilot study to validate the quiz. In the Kahoot! test sessions, after the session was over, the Kahoot! quiz projected on a large screen was administered to the whole class. When playing the quiz, the question along with the answers were shown on the large screen and the students had to pick the answer they believed was the correct one. The screen showed a count-down timer as well as the number of students that answered. To get a high score, the students had to answer correctly as well as fast. After each question, a distribution of the students’ answers was shown on the screen which showed the level of the students’ understanding of the material taught in the session and opened up the opportunity to elaborate on the question and answers. After all, the Kahoot! quiz questions were completed by the class, the same ten-question test administered before the session, now referred to as the “post-test”, was given to the class to re-take on their devices. In the control sessions, after the session was over, no Kahoot! quiz was administered to the class, but the “post-test” was given to the class to re-take on their devices. “Pre” and “post-test” scores for both Kahoot! and control sessions were collected for analysis. At the end of the course and after all four general practical pharmacology sessions, a final exam was administered, encompassing all material covered in the study sessions. As well, an eleven-item questionnaire was given to the students on the last day of the course to determine their attitudes and perceptions towards electronic game-based learning with Kahoot! in general pharmacology practical sessions. Moreover, the questionnaire intended to establish whether Kahoot! reinforced knowledge and had a positive effect on classroom dynamics or not. For descriptive statistics, Likert-item responses were used with potential rankings ranging from 5 (strongly agree) to 1 (strongly disagree) as shown in Table 1. Additional qualitative data were collected from focus group discussions after each session with four faculty members who had shown particular interest in Kahoot! on the perceived advantages and Page 5/16
disadvantages of Kahoot! Table 1 Students’ Satisfaction Questionnaire Toward Kahoot! Items Strongly Disagree Not Agree Strongly disagree sure agree 1 2 3 4 5 1. Kahoot! was an effective learning tool for me. 2. Kahoot! improved my analytical skills. 3. Kahoot! improved my ability to retain information. 4. Kahoot! improved my attendance and participation in lectures. 5. Kahoot! should be utilized in other basic medical sciences. 6. Kahoot! addresses lecture objectives. 7. Playing Kahoot! quizzes was a fun. I always looked forward to playing it. 8. I would like to share this technology with friends and other students. 9. The Kahoot! game was a distraction. 10. Kahoot! motivates me to learn more. 11. I feel prepared for tests and quizzes after using Kahoot!. Statistical Analysis The quantitative data were entered into Statistical Package for the Social Sciences (SPSS, v. 26.0, Chicago, USA). For statistical data analysis, the paired-comparisons t-test was used to compare the mean scores between “pre” and “post-test”. Hence, it allowed recognizing the magnitude of change in test scores. The Mann-Whitney test was used to compare the average participation (summative and final exams) grade between the sessions that utilized Kahoot! method and those did not (p
Thematic analysis of conversation was used to analyse the focus group discussion results. Results Reliability and validity test Cronbach's Alpha value was used to determine the reliability of the questionnaire. The validity test was used to evaluate the validity of each item and measure the satisfaction level. As seen in Table 2, the questionnaire was reliable and all items highly correlated with their intention to measure as evidenced by the validity tests except for item 11. Table 2 Reliability and Validity of The Questionnaire Items Overall Cronbach's scale Alpha 1. Kahoot! was an effective learning tool for me. r 0.836** 0.893 2. Kahoot! motivates me to learn more. r 0.832** 3. Kahoot! improved my analytical skills. r 0.755** 4. Kahoot! improved my ability to retain information. r 0.782** 5. I am prepared for tests and quizzes after using Kahoot! r 0.700** 6. Kahoot! addresses lecture objectives. r 0.760** 7. Kahoot! improved my attendance and participation in lectures. r 0.803** 8. Kahoot! should be utilized in other basic medical sciences. r 0.668** 9. I would like to share this technology with friends and other r 0.780** students. 10. Playing the Kahoot! quizzes were fun. I always looked forward r 0.759** to playing it. 11. The Kahoot! game was a distraction. r 0.244 Students’ Perception Toward Kahoot! The students’ perception towards Kahoot! was largely positive. Page 7/16
Table 3 Results of Students’ Satisfaction Questionnaire Toward Kahoot! Items Percentage (%) Strongly Disagree Not Agree Strongly disagree sure agree 1. Kahoot! was an effective learning tool 7.2 5.6 17.4 26.7 43.1 for me. 2. Kahoot! improved my analytical skills. 9.2 11.8 23.1 29.2 26.7 3. Kahoot! improved my ability to retain 5.1 8.2 16.9 29.2 40.5 information. 4. Kahoot! improved my attendance and 9.2 9.7 20.0 19.0 42.1 participation in lectures. 5. Kahoot! should be utilized in other basic 8.7 7.7 17.4 24.1 42.1 medical sciences. 6. Kahoot! addresses lecture objectives. 5.6 4.1 21.5 29.7 39.0 7. Playing Kahoot! quizzes were a fun. I 9.2 2.1 14.9 20.5 53.3 always looked forward to playing it. 8. I would like to share this technology with 8.2 5.1 15.9 24.6 46.2 friends and other students. 9. The Kahoot! game was a distraction. 35.9 22.1 21.5 8.2 12.3 10. Kahoot! motivated me to learn more. 8.7 7.2 20.0 26.2 37.9 11. I feel prepared for tests and quizzes 20.0 23.6 28.7 13.8 13.8 after using Kahoot! Effect of Kahoot! on test performance Table 4 shows the differences in mean improvement scores between “pre” and “post-tests” with Kahoot! versus the control sessions, whereby the mean for improvement was statistically greater with Kahoot! Page 8/16
Table 4 Differences in mean improvement scores between Kahoot! versus control sessions Parameter Mean N Std. Deviation p-value Kahoot! Drug-Drug Session Improvement 26.56 192 24.37 0.001 Control Session: PK1 Improvement 14.19 192 31.49 Kahoot! Drug-Drug Session Improvement 26.23 183 23.85 0.001 Control Session: PK2 Improvement 12.39 183 49.59 Kahoot! Route of Drug Administration Improvement 33.89 179 25.04 0.001 Control session: PK1 Improvement 14.53 179 32 Kahoot! Route of Drug Administration Improvement 33.89 179 25.04 0.001 Control session: PK2 Improvement 12.1 179 49.68 P-value considered statistically significant at ≤0.05. Final Exam Results There was a statistically significant difference in the final exam difficulty indexes between topics covered through Kahoot! vs. control sessions. Focus group discussion findings The findings concerning the importance of Kahoot! in a classroom and the pros and cons of the application as perceived by the faculty members involved in the group discussion are shown below in Table 5. Page 9/16
Table 5 – Focus group discussion findings Question Response How important is it to play - ‘It helps learners share knowledge.’ Kahoot! in a classroom? - ‘Learners support each other’s thinking processes.’ - Getting the answer wrong is the most effective way of learning through Kahoot!’ - ‘The quizzes have emphasized what learners are not good at; they are designed to demonstrate that being wrong is how you learn.’ State the Positives of - ‘If the time given to answering questions was extended, this could help Kahoot! develop high order thinking.’ - ‘They could be a stepping-stone to a deeper understanding.’ - ‘No fear of answering incorrectly.’’ - ‘Encourage interest in a new topic.’ - ‘Repetition and recall are how Kahoot! can create and consolidate learning.’ - The motivation arises from beating scores. “detailed report on Kahoot! session easily measures learning impact for each student” State the Negatives of - Can’t be applied on cognitive questions (case scenario). Kahoot! - Internet access (poor signal and technical problems). Discussion In this study, Kahoot! created a learning experience that was largely described as “fun” and contributed to useful classroom engagement dynamics (in terms of improved participation and motivation to learn more. 64.1% of participants agreed that Kahoot! motivated them to learn more and 61.1% believed that it improved their attendance and participation in class. Prensky and Thiagarajan, 2007; Perrotta et al., 2013; Erhel and Jamet, 2013; Ismail and Mohammad, 2017; and Ismail et al., 2019 all reported that game-based learning was more effective and motivational than traditional ways to promote learning. This difference can be due to the interactive nature of game-based learning involving and stimulating students to learn through active engagement (Jaganathan, 2014; Ismail and Mohammad, 2017; Ismail et al., 2019). Moreover, this study supported what Plump and LaRosa (2017) suggested that Kahoot! helped students to actively engage in their learning activities without it being a distraction. Formative assessment, or ‘assessment for learning, is defined as “the assessment that provides feedback throughout teaching” (Boston, 2002; Taras, 2005; Ismail et al., 2019). Recently, formative assessment has Page 10/16
taken on a greater role in the educational field, including medical education (Garrison and Ehringhaus, 2007; Black and Wiliam, 2010; Ismail and Mohammad, 2017). Johns, 2015; Ismail and Mohammad, 2017; Ismail et al., 2019 have shown that students’ learning is enhanced from greater interaction and communication with their teachers and colleagues when they receive immediate feedback. Therefore, the importance of designing appropriate assessment tools that yield feedback on the understanding of students becomes a necessity very much. Properly designed game-based learning materials can help to achieve this purpose and several studies, such as Yien et al. (2011), Wang and Lieberoth (2016), and Ismail and Mohammad (2017), have shown the effectiveness of game-based learning in comparison with traditional learning methods. The results of this study also showed a significant improvement in the scores of students in the ‘post-tests’ versus ‘pre-tests’ in all Kahoot! sessions compared to control sessions. The detailed student performance reports were made available to the teachers during the Kahoot! sessions allowed the teachers to perceive incomplete levels of understanding and opened up valuable feedback and more extensive discussions of the question and answers. This allowed immediate correction of misunderstandings related to the subject matter and facilitated the learning process to retain knowledge as supported by the students’ final exam results. This distinguishes Kahoot! from other formative assessment methods and has also been reported in the work of Ismail et al. (2019). Nearly 70% of participants agreed that Kahoot! was an effective learning tool. These results are consistent with the results of many other studies (Wang, 2015; Ismail and Mohammad, 2017). Wang (2015) reported that Kahoot! helped students focus on specific relevant content, particularly when a large amount of material was taught in lectures. In addition, students reported that the discussions with teachers during Kahoot! helped them retain information without needing additional revision sessions before tests. Our results are consistent with this prospect since there was a statistically significant difference in the difficulty indexes in the final exam questions between Kahoot! vs. traditional sessions. An interesting finding in our study, however, was that around 72% of the students disagreed or were not sure if using Kahoot! prepared them for tests and quizzes. This finding could be explained based on the fact that Kahoot! could only test the recall questions due to the limited number of characters used to create questions which made it difficult to formulate questions to discern educational learning as per Bloom’s taxonomy. However, the questions in our final exam were also recalled questions to match the Kahoot! quiz and the ‘pre’ and ‘post-tests.’ Another explanation is that students were not aware of the importance of formative assessment as a tool that could help them identify knowledge gaps and better prepare them for exams. This finding has alerted our attention to enlighten the students on the use of formative assessments and their role in their process of exam preparation. This study was unique in that it was comprised entirely of females (both students and researchers). Although Adrianson (2001) found no gender differences in the styles of conversation and participation between males and females in an e-learning environment, Hou (2019) reported that in Kahoot! female students felt less stressed than males because they could respond to questions at their speed. In addition, females showed more positive perceptions than males towards the benefits of mobile-assisted Page 11/16
tools in helping them pay greater attention in lectures and understanding class material, building confidence to study and monitoring their learning, and receiving better scores on exams. The advantage of Kahoot! as perceived by faculty members during the focus group discussions was that it endorsed the potential for deeper assessment and interactive learning. The faculty also appreciated real-time feedback, which provided them with the opportunity to measure learning and tailor their instruction based on student understanding on quizzes. The disadvantages were possible problems with internet access and the perceived fact that it could not be applied to formulate practice-based scenarios or questions requiring cognitive skills. This could be due to the faculty members’ non-familiarity with the features of Kahoot! Conclusions And Recommendations This study has demonstrated that Kahoot! was an effective, enjoyable and interactive formative tool that increased student engagement and motivation and improved academic achievements. Therefore, we recommend that medical schools, including ours at KAU, use Kahoot! in lectures, tutorials and problem-based learning activities for effective formative feedback. One limitation of this study was that Wi-Fi coverage might have affected internet speed and connectivity and thus impacted students’ performance. As well, Kahoot! ‘s limited number of possible characters for creating questions could have impeded teachers’ creativity in formulating more complex questions. Finally, further future research on how gaming can foster interpersonal skills, teamwork, professionalism, accepting criticism, verbal and non-verbal communication skills is needed. As well, the use of gaming in non-cognitive skills assessments needs more research. Abbreviations Game based Electronic learning GbEl King Abdul Aziz University KAU Kingdom of Saudi Arabia KSA Faculty of Medicine FOM Pharmacokinetics I PKI Pharmacokinetics II PKII Declarations Page 12/16
Ethics approval and consent to participate Local ethics committee ( Ethics Committee of Human Research at King Abdulaziz University) ruled that no formal ethics approval was required in this particular case. Consent for publication Not Applicable Availability of data and materials Not Applicable Competing interests The authors declare that they have no competing interests Funding Not Applicable Authors' contributions FK conceptualized and designed the study, acquired and interpreted the data, drafted the initial manuscript, revised the manuscript, and approved the final manuscript. LS contributed to the conceptualization of the study, revised and approved the final manuscript Acknowledgments Not Applicable References 1. Adrianson, L. (2001). Gender and computer-mediated communication: Group processes in problem solving. Computers in Human Behavior, 17(1), 71–94. 2. Albarakati, H. (2019) Using Apps to Enhance Students' Learning of English Vocabulary. In Kansas State University Khbrat SUMMIT. Manhattan, KS: Kansas State University, Center for Intercultural and Multilingual Advocacy in the College of Education and the English Language Program. Page 13/16
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