DIGITAL TRANSFORMATION IN BIOPHYSICS EDUCATION: GAMIFICATION-BASED ASSESSMENT USING KAHOOT! AND WAYGROUND
Abstract
This study examines the use of gamification-based digital assessment in undergraduate biophysics education, with particular attention to Kahoot! and Wayground (formerly Quizizz). The study was conducted among 60 first-year medical
students studying biophysics at Tashkent State Medical University. A four-week pedagogical intervention compared a control group receiving traditional instruction and assessment (n = 30) with an experimental group using gamified assessment through Kahoot! and Wayground (n = 30). The procedure included a pre-test, instructional intervention, post-test, and student questionnaire
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References
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