K. Aleksić-Maslać, M. Ivanković
Gamification, or the application of game elements in a non-game playing context, opens a multitude of opportunities in higher education to encourage motivation, engagement and learning in students. By introducing elements like points, badges and feedback in teaching activities, lecturers can create a more dynamic and interactive learning environment. Digital tools like Kahoot allow for easy implementation easy, and their popularity among students of various generations raises the question of how different groups respond to such teaching methods.
In this paper, the use of Kahoot in the courses Information and Communication Technologies (ICT) and Management Information Systems (MIS) taught at the Zagreb School of Economics and Management (ZSEM) is analyzed in the 1st and 4th years of study, respectively. The study included 473 students across four academic cohorts from 2021/2022 to 2024/2025. First-year students (N=288) played 9 different Kahoot quizzes, completing 2,033 games with an average score of 57.5% and an average final grade of 3.4. Fourth-year students (N=185) played 6 Kahoots, totaling 625 games, but achieved a higher average score of 65.8% and a final grade of 3.5. The results reflect differences in participation and performance between student groups at different stages of study.
While previous research suggests that there is no significant correlation between gamification results and final grades and the participation in Kahoot activities is not mandatory for grading, gamification still plays an important role in motivating students to learn. An initial multiple regression analysis suggests that Kahoot quiz have results on final grades. The model will be expanded to include additional variables such as exam scores, class attendance, and others, to better understand their contribution to academic success. The study will also explore subgroup differences (e.g., by year of study or course), which are important both methodologically and pedagogically due to variations in maturity, motivation, and curriculum. Since the research is longitudinal, it offers an opportunity to compare student cohorts and track how modern learning methods like gamification influence academic outcomes over time.
Keywords: Gamification, higher education, Kahoot, engagement.