KAHOOT AS A PEDAGOGICAL TOOL: A QUALITATIVE STUDY ON ITS PERCEIVED IMPACT IN VOCATIONAL ARTS EDUCATION
This qualitative study investigates the perceived impact of Kahoot, a game-based learning platform, within the context of vocational arts education. Drawing insights from focus group discussions and semi-structured interviews with students and instructors in a vocational arts college, the study explores how Kahoot influences student engagement, learning motivation, classroom interaction, and assessment processes. Findings reveal that while Kahoot enhances participation and enjoyment, its effectiveness is influenced by instructional goals, content type, and classroom dynamics. The study highlights that Kahoot is most effective when used as a supplementary tool in theory-based instruction but poses limitations in studio-based and project-intensive courses. Practical recommendations are offered for integrating Kahoot in a way that aligns with the creative and applied nature of vocational arts education.
Keywords: Kahoot, Gamification, Qualitative Study, Arts Education, Vocational Learning, Pedagogical Tools.
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