The Impact of Kahoot Gamification on IT Project Management Learning in Libyan Higher Education

Authors

DOI:

https://doi.org/10.63318/waujpasv4i2_35

Keywords:

Kahoot Gamification, Higher Education Outcomes, Student Engagement, Learning Motivation, Game-Based Learning, IT Project Management

Abstract

This study aims to investigate the effectiveness of using gamification on Kahoot to enhance learning in Information Technology Project Management course, boost student engagement and motivation, raise academic achievement, and improve attitudes toward learning. The importance of this study is highlighted by the integration of educational games into learning to enhance student participation, improve cognitive skills and attitudes toward learning, motivation, and academic achievement. In addition, it explores the challenges facing the implementation of gamification at Information Technology Faculty of Alasmarya Islamic University (AIU), Libya. The study employs a mixed-methods approach that combines quantitative and qualitative methods to investigate the effects of gamification tools on student engagement. The study framework includes two phases carried out during the 2024/2025 academic year: the first phase used the gamification platform, Kahoot, with lectures conducted throughout the semester. The second phase took place at the end of the semester, after the completion of Project Management course topics. Students in the experimental and control groups underwent a pre-test and post-test, along with pre- and post-intervention questionnaire, and  semi-structured interview was conducted with the experimental group only. The results from previous studies, along with this study's results, indicate that game-based learning significantly increases student engagement, fosters motivation, boosts self-confidence, and improves learning outcomes in IT Project Management course. This study faces challenges, including the incompatibility of students' devices with Kahoot in the classroom. Therefore, the integration of gamification is necessary for enhancing the quality of the educational process and preparing graduates capable of working effectively in a technology project environment.

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Published

2026-08-27

How to Cite

Al Ghawail, E. (2026). The Impact of Kahoot Gamification on IT Project Management Learning in Libyan Higher Education. Wadi Alshatti University Journal of Pure and Applied Sciences, 4(2), 306-315. https://doi.org/10.63318/waujpasv4i2_35