[HTML][HTML] The effect of using Kahoot! for learning–A literature review

AI Wang, R Tahir - Computers & Education, 2020 - Elsevier
Kahoot! is a game-based learning platform used to review students' knowledge, for formative
assessment or as a break from traditional classroom activities. It is among the most popular …

The impact of gamification on learning and instruction: A systematic review of empirical evidence

Z Zainuddin, SKW Chu, M Shujahat… - Educational research …, 2020 - Elsevier
The adoption of gamification in learning and instruction is perceived to have mass appeal
among the learners in stimulating motivation, learner engagement and social influence. This …

The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system

Z Zainuddin, M Shujahat, H Haruna, SKW Chu - Computers & education, 2020 - Elsevier
This study investigated the differences in learners' performance and perceived engagement
between three intervention groups in a Science class, using two types of pedagogical …

A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration

Q Zhang, Z Yu - Education and Information Technologies, 2021 - Springer
Initially developed in 2012, Kahoot! is a game-based student response system aiming to
transform the class into a game show. However, some people have doubts about …

Virtual reality and gamification in marketing higher education: a review and research agenda

SMC Loureiro, RG Bilro… - Spanish Journal of …, 2020 - emerald.com
Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and
gamification to engage students in higher education for marketing issues to identify the …

Incorporating fantasy into gamification promotes student learning and quality of online interaction

S Bai, KF Hew, DE Gonda, B Huang… - International Journal of …, 2022 - Springer
We used the design-based research approach to test and refine a theoretically grounded
goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10 …

A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students

J Dugnol-Menéndez, E Jiménez-Arberas… - BMC Medical …, 2021 - Springer
Background This study presents an experiment regarding the introduction of gamification
strategies in occupational therapy courses. Based on previous studies, the objective is to …

Synchronous online flip learning with formative gamification quiz: instruction during COVID-19

Z Zainuddin, R Farida, CM Keumala… - … Technology and Smart …, 2022 - emerald.com
Purpose This study aims to present research evidence on the relevance of online
gamification flip learning as a pedagogical instruction in promoting learning engagement …

Incorporation of a game-based approach into the EFL online classrooms: students' perceptions

N Almusharraf - Interactive Learning Environments, 2023 - Taylor & Francis
This study functioned as a digital literacy technique that aided in raising students' motivation
and classroom dynamics in reviewing writing structure, terminologies, and related …

Development and validation of a questionnaire on motivation for cooperative playful learning strategies

A Manzano-León, P Camacho-Lazarraga… - International Journal of …, 2021 - mdpi.com
Playful learning strategies, such as educational gamification, game-based learning, and
escape rooms are increasingly being incorporated into the university education system. In …