Perceptions of First-year MBBS Students towards Kahoot! as a Formative Assessment Tool in Medical Education: A Quasi-experimental Study from Howrah, India
Sep 2026· Journal of Clinical and Diagnostic Research· 0 citations
TL;DR
First-year MBBS students perceived Kahoot! as an engaging, user-friendly, and educationally beneficial formative assessment tool and contextually judicious integration into CBME-oriented undergraduate medical teaching is supported.
Abstract
Introduction: Kahoot! is a gamified, real-time student response system that leverages game-design elements such as leaderboards, instant feedback, and time-based quizzes to enhance student engagement and formative assessment in educational settings. With the implementation of CompetencyBased Medical Education (CBME) in India — which emphasises active learning and continuous formative feedback-evaluating the acceptability and perceived utility of such tools among preclinical medical students is important.
Aim: To assess the perceptions of first-year MBBS students regarding Kahoot! as a formative assessment tool, with respect to engagement, enjoyment, learning impact, ease of use, and gender differences in perception.
Materials and Methods: A quasi-experimental single-group post-test study was conducted among 115 first-year MBBS students of Biochemistry at JIS School of Medical Science and Research, Howrah, West Bengal, India, during NovemberDecember 2025. Consecutive sampling was used. A 12-item, five-point Likert scale questionnaire adapted from the validated instrument of Ismail and Mohammad was administered online. One open-ended question was also added. Descriptive statistics, one-sample t-tests, Chi-square goodness-of-fit tests, and Mann-Whitney U tests were used for analysis.
Results: Of 115 respondents, 97 (84.3%) agreed or strongly agreed that they enjoyed Kahoot! sessions; 95 (82.6%) perceived improved class interactivity; 88 (76.5%) reported improved subject understanding; 99 (86.1%) found the platform easy to use; and 94 (81.7%) recommended Kahoot! for future classes. Technical issues were reported by only 22 (19.1%) students. Time-pressure anxiety was mixed: 38 (33.0%) agreed, 20 (17.4%) were neutral and 57 (49.6%) disagreed. No significant gender differences were observed (Mann-Whitney U, p-value>0.05 for all items). Two types of opinions emerged from the open-ended question: engagement/motivation and technical/stress concerns.
Conclusion: First-year MBBS students perceived Kahoot! as an engaging, user-friendly, and educationally beneficial formative assessment tool. Contextually judicious integration into CBME-oriented undergraduate medical teaching is supported. Multicentric studies examining objective learning outcomes are warranted.
CBME-aligned teaching approaches, particularly case-based learning and audiovisual aids, are well received by second-year MBBS students, though the volume of pharmacological content remains a barrier, especially for postgraduate interest.
S. T., Shailander Singh, Lokesh Patil et al.· National Journal of Physiolo...· 0 citations
Purpose. To provide a theoretical rationale and conduct a model-based pilot testing of a criterion-based formative approach suitable for school practice and designed to assess the learning outcomes of 11th-grade students during a semester-long Ju-jutsu module. Scientific novelty . For the first time, an integrated asse...
O. Orlov· Scientific Journal of Nation...· 0 citations
Strategically constructed and learner-controlled online assignments led to a statistically significant and moderate improvement in academics, however, institutional interventions that address the issues of technical infrastructure, assessment validity and topical diversity are required to enhance this pedagogy in Commu...
T. D., Shivasakthy Manivasakan, T. J et al.· NATIONAL BOARD OF EXAMINATIO...· 0 citations
Both case-scenario and video-assisted lecture methods of ECE significantly improved immediate knowledge among first-year MBBS students and support the complementary use of both methods while planning ECE sessions in undergraduate medical education.
K. Seethalakshmi, J. Neslin· Perspectives In Medical Rese...· 0 citations
AETCOM Competency 3.1 is effective in improving the communication skills of the third professional (Part I) MBBS students, and students feedback evokes high satisfaction of session.
Nikhilesh R. Nagtode, Pushkar Masram, U. Joge· Indian Journal of Community...· 0 citations
ABSTRACT Objective: Digital technology in education has made a significant change in pedagogy where Gamification has become a novel approach of instruction involving competition, scoring, rewards and leaderboards that is capable of enhancing motivation and engagement of learners. Kahoot is the most widely used online g...
Afsheen Mansoor, Fouzia Farrukh, Emaan Mansoor et al.· Pakistan Journal of Medical...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.