Purpose

Test whether a game-based lesson (Kahoot!) yields higher immediate posttest scores than an identical non-game lesson (Google Forms).

Design Overview

Randomized between-subjects posttest-only design; participants completed either a Kahoot! lesson or a Google Forms lesson with identical content.

IV: Learning mode (Game vs. Non-game) • DV: Immediate posttest score (0-12).

Participants

N = 31 MTurk workers (Condition A: n = 11; Condition B: n = 20). All completed demographics then a single posttest.

Procedure

  1. Consent → demographics
  2. Random assignment to Game (Kahoot!) or Non-game (identical items in Google Forms)
  3. Immediate 12-item posttest (U.S. state capitals)
  4. Completion code returned to MTurk

Results

Independent-samples t-test showed no statistically significant difference in posttest scores: t(29) = 1.29 p = .21. The game group’s mean was slightly higher; effect size Cohen’s d = 0.48 (medium).

Figure 1. Mean Posttest Scores

Game-based (A)
Non-game (B)

Note: Widths are relative to max observed (11.82/12). Exact values in Table 1.

Table 1. Descriptive Statistics

Condition N M SD
Game-based (A) 11 11.82 0.60
Non-game (B) 20 10.85 2.43

Note: M = Mean; SD = Standard Deviation; Test: independent-samples t-test.

Implications

Medium effect size with non-sig p suggests a modest advantage for game-based delivery that may depend on lesson length, item difficulty, and engagement.

Limitations

  • Small, uneven groups (A: 11; B: 20)
  • Short lesson; immediate posttest only
  • MTurk attention variability

Future Directions

Replicate with larger N, longer/complex content, and add engagement measures + a delayed test to probe retention.