3 min read

IP#4 - Annotated Bibliography

IP#4 - Annotated Bibliography
Photo by John Smith / Unsplash

Article 1

Wang, A. I., & Tahir, R. (2020). The effect of using kahoot! for learning – A    literature review. Computers and Education, 149, 103818.         https://doi.org/10.1016/j.compedu.2020.103818

The main finding of the literature review by Wang and Tahir on the effect of using Kahoot! for learning is that Kahoot! has a positive impact on student learning outcomes. The authors found that Kahoot! can increase motivation, and engagement in students from various educational domains such as K-12 and higher education, language learning, technical and engineering fields, science, and more. The literature review found that the use of Kahoot! also improves classroom dynamics, including teacher-student and student-student interactions, and reduces student anxiety related to asking questions. The majority of students and teachers have a positive perception of using Kahoot! in learning, with the main challenges being technical issues and difficulties with question-and-answer formatting. The authors conclude that while there have been many studies on the effects of Kahoot! in education, there is still room for further empirical studies, especially in the areas of classroom dynamics, student anxiety, and student and teacher perceptions.

In this study, the authors reviewed 93 studies to explore the effect of using Kahoot! for learning. The studies were collected from academic databases and the internet. The study method is appropriate for answering the research questions, as it allows the authors to synthesize the findings of previous studies and identify patterns. The authors also provide a critical evaluation of the studies they reviewed, highlighting their strengths and limitations. However, the limitations of the study method used are that the authors are relying on the quality of the studies that have been previously conducted. If the original studies have limitations or biases, these will be reflected in the literature review.

In conclusion, the study method used in this literature review is appropriate for the research questions, but it is important to be aware of its limitations and the potential for bias in the studies reviewed.

Article 2

Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications, 79(9-10), 5501-5527. https://doi.org/10.1007/s11042-019-08348-9

The main research question addressed in the review of immersive virtual reality serious games for enhancing learning and training by David Checa and Andres Bustillo is: What is the effectiveness of virtual reality technology as a tool for learning and training in various educational and professional domains? The thesis of the review is that virtual reality technology has the potential to be an effective tool for learning and training, and that immersive virtual reality serious games are a promising approach for using virtual reality in educational and professional settings. Some of the main findings of the review include:

1. IVR serious games have been found to be effective for enhancing learning outcomes, such as knowledge retention and transfer of skills.

2. IVR serious games can also be used to increase motivation and engagement among learners, which can lead to improved learning outcomes.

3. IVR serious games can also provide a more realistic and immersive experience compared to traditional learning methods, which can enhance the transfer of skills.

Overall, the authors concluded that IVR serious games hold great potential for enhancing learning and training, but more research is needed to fully understand their effects and to identify best practices for their use.

In this article, the authors reviewed 86 articles, gathered from various databases to conduct a systematic literature review. This allowed them to identify key commonalities within the research and is an appropriate method if what we want is a comprehensive overview of existing research. However, just like the Kahoot! article, the validity and reliability of the findings can be limited by the quality and consistency of the studies included in the review. While this article highlights key insights of existing research, it also would have been interesting to see original findings.