Gamification via Kahoot! A Motivated Learning Tool for TVET Students
Keywords:
Gamification, attitudes, motivation, perceptionsAbstract
The Ministry of Education Malaysia lauds transformative pedagogy in Malaysia, as outlined in the Malaysia Education Blueprint 2015-2025 (Higher Education), to empower learners with essential skills needed in the Fourth Industrial Revolution (IR4.0). This study investigates the level of students' perceptions towards gamification via Kahoot! use during classroom lessons within the Technical and Vocational Education and Training (TVET) students that not only affect students’ attitudes but also their motivation to learn. This study was conducted in Polytechnic Mukah, Sarawak consisted of 330 respondents from different departments actively studying in Session 2 2023/2024. Overall, results indicated that the level of perceptions toward gamification via Kahoot! is high, along with attitude and students' motivation to use Kahoot! for learning. The mean score for students’ motivation shows a very high result of m=4.21, followed by perceptions of m=4.15 and the lowest student attitudes of m=4.13. Then, the T-Test results show no significant difference in the level of perception towards gamification via Kahoot by gender, with the value of p=0.812>0.05. Further statistical tests of a one-way ANOVA revealed no significant difference in the level of perceptions towards Kahoot! based on students' programs with show p = 0.344 > 0.05. This study indicates that implementing Kahoot! as a teaching and learning aid is highly well-perceived by TVET students.