Computational evaluation of student participation and knowledge retention in kahoot! -integrated arts courses

Authors

  • Hai Bin
  • Muhantha Paramalingam

DOI:

https://doi.org/10.22399/ijcesen.5398

Keywords:

Gamified Learning, Kahoot, Arts Vocational Education, Student Participation, Knowledge Retention, Digital Pedagogy

Abstract

The integration of digital gamified learning platforms has transformed contemporary educational practices, particularly in vocational and creative disciplines where student participation and experiential learning are essential. This study computationally evaluates the impact of Kahoot-integrated instructional strategies on student participation and knowledge retention in Arts Vocational College courses. The research adopted a quantitative research design using survey-based data collected from 210 students enrolled in visual arts, performing arts, multimedia, and design-oriented vocational programs. Statistical and computational analyses, including descriptive statistics, correlation analysis, regression modeling, and comparative mean analysis, were conducted to examine the influence of Kahoot on classroom engagement, concept retention, technical competency, and creative learning outcomes. The findings revealed that Kahoot integration significantly enhanced student participation by increasing classroom interaction, motivation, attentiveness, and collaborative learning behavior. Additionally, students demonstrated improved retention of theoretical concepts and practical artistic techniques due to repeated interactive assessments and immediate feedback mechanisms. The study also identified challenges associated with technological accessibility, internet connectivity, and varying digital literacy levels among students and instructors. The computational analysis indicated a strong positive relationship between gamified learning engagement and academic retention outcomes. The study concludes that Kahoot serves as an effective technology-enhanced pedagogical tool for Arts Vocational College education and recommends broader integration of gamified digital learning environments within creative and technical educational settings.

References

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Published

2026-07-13

How to Cite

Bin , H., & Muhantha Paramalingam. (2026). Computational evaluation of student participation and knowledge retention in kahoot! -integrated arts courses. International Journal of Computational and Experimental Science and Engineering, 11(4). https://doi.org/10.22399/ijcesen.5398

Issue

Section

Research Article