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Background College students often do not study effectively or devote enough time to study and may experience a lot of stress which negatively affects their learning. Game-based Electronic learning (GbEl) has been shown to greatly motivate students, encourage learning and improve academic performance. Kahoot ! is one such electronic tool, but its effectiveness in the medical education sector in the Kingdom of Saudi Arabia has never been evaluated. Methods This study aimed to determine the effect of the interactive software, Kahoot! , on the participation and academic performance of 274 medical students in their general pharmacology practical sessions at the faculty of medicine at King Abdulaziz University (KAU). The pharmacology sessions were divided into two groups: control and Kahoot! and after each session, students took ‘pre’ and ‘post-tests’ to assess the effect on learning. On the final day of the course, students were given a questionnaire to determine their attitudes and perceptions toward the learning process using Kahoot! . Results The results showed that Kahoot! was an effective, enjoyable, and interactive formative tool that increased student engagement, motivation, and improved academic achievement. Teachers involved in the study agreed on the advantages of using Kahoot! largely out-weighed disadvantages.
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Kamel et al. (2021) studied this question.
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