Teaching Innovation for the 21st Century | 2025

experiences in several key areas: how engaged they felt, how well they understood concepts, and their academic confidence. Beyond formal data collection, my qualitative observations documented behavioural changes, energy fluctuations, and vocal participation patterns before and after tool integration. Anecdotal evidence—including unsolicited student comments during lectures and increased volunteerism in non-gamified sessions—provided additional valuable insights. Results and student responses The survey data was collected on a 5-point Likert scale, ranging from 1 (Strongly Disagree) to 5 (Strongly Agree), with the analysis indicating overwhelmingly positive perceptions and evidence of this tools’ transformative impact. A striking 92.31% of students agreed or strongly agreed that Kahoot and Quizizz made molecular biology concepts significantly more engaging, with 96.15% finding sessions enjoyable and 92.31% reporting increased motivation to engage with course material. As Figure 1 clearly illustrates, these high average ratings across eight survey statements underscore the positive reception of gamified learning. Figure 1: Student perceptions of gamified learning activities using Kahoot and Quizizz: Average ratings across eight survey statements Furthermore, 88.46% reported improved comprehension of fundamental concepts, with an equivalent percentage confirming that quizzes effectively reinforced module material understanding. Crucially, 88.46% agreed that these platforms helped them identify areas needing further study, demonstrating clear metacognitive benefits. All respondents endorsed the continued use of such platforms in future modules, providing unanimous validation of the approach’s perceived value. Regarding platform preferences, 40.63% favoured Kahoot, 18.75% preferred Quizizz, and 21.88% appreciated both equally, suggesting that platform diversity effectively caters to varied learning preferences. 21 A Journey of Innovation

RkJQdWJsaXNoZXIy MjU1NDYx