AbstractThis study was aimed to identify pupils’ internet usage, gaming experience, learning
problems, educational values and change in behaviour using Kahoot in biology. A
mixed method approach with embedded design was used. The study used purposive
sampling with ten form 4 biology students, four biology teachers and four parents as
participants in the qualitative part of the study while random sampling was used for
250 students who were respondents for the survey. The instruments used to gather
qualitative data were interview protocols, field notes and document analysis while
questionnaire was used to gather quantitative data. All instruments were checked and
validated by five experts with percentage agreements of more than 90%. Reliability
was carried out through member checking, peer checking, expert consultation, and
pilot study with Cronbach’s alpha value of 0.752. There were 18 interviews, ten
document analysis, four observations and a survey. Data analysis for interview
.....