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Gamified project-based learning: A systematic review of the research landscape
W Huang, X Li, J Shang - Sustainability, 2023 - mdpi.com
The information era puts higher requirements on current students' learning methods to
develop 21st-century skills. Project-based learning (PBL) and gamified learning have been …
develop 21st-century skills. Project-based learning (PBL) and gamified learning have been …
Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …
students interests in higher education by testing to what extent the introduction of …
Web-based serious games and accessibility: a systematic literature review
Nowadays, serious games, called training or learning games, have been incorporated into
teaching and learning processes. Due to the increase of their use, the need to guarantee …
teaching and learning processes. Due to the increase of their use, the need to guarantee …
[HTML][HTML] The role of game-based learning in experiential education: tool validation, motivation assessment, and outcomes evaluation among a sample of pharmacy …
(1) Background: There is a scarcity of data regarding game-based learning (GBL) in
experiential pharmacy education; in addition, the impact of educational games on the …
experiential pharmacy education; in addition, the impact of educational games on the …
Performance in Kahoot! activities as predictive of exam performance
MC Garza, S Olivan, E Monleón, AI Cisneros… - BMC Medical …, 2023 - Springer
Background Game-based learning (GBL) is effective for increasing participation, creativity,
and student motivation. However, the discriminative value of GBL for knowledge acquisition …
and student motivation. However, the discriminative value of GBL for knowledge acquisition …
La herramienta Kahoot! como propuesta innovadora de gamificación educativa en Educación Superior
VM López, MÁC Mon, EF Gutiérrez… - Digital Education …, 2022 - dialnet.unirioja.es
En los últimos años se ha introducido la gamificación en las aulas, entendida como el uso
de técnicas, elementos y dinámicas propias de los juegos en entornos ajenos al juego. En …
de técnicas, elementos y dinámicas propias de los juegos en entornos ajenos al juego. En …
Enhancing education in elementary schools through gamified learning: Exploring the impact of Kahoot! on the learning process
The integration of technology in educational settings has gained popularity, aiming to
enhance student engagement and motivation. Kahoot! digital tool activities have emerged …
enhance student engagement and motivation. Kahoot! digital tool activities have emerged …
[HTML][HTML] Effectiveness of GBL in the engagement, motivation, and satisfaction of 6th grade pupils: A Kahoot! approach
In the modern day, educational demands necessitate student-centered instructional
approaches at all levels of educational institutions. Through the integration of digital …
approaches at all levels of educational institutions. Through the integration of digital …
Flipped Classroom--Digital Game-Based Learning (FC-DGBL): Enhancing Genetics Conceptual Understanding of Students in Bilingual Programme.
The learning process with modern technology is an absolute requirement in the digital age.
As a science subject with unique characteristics, biology also requires a unique and …
As a science subject with unique characteristics, biology also requires a unique and …
Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning
MJ Cadet - Teaching and Learning in Nursing, 2023 - Elsevier
Aim This educational innovation learning activity aims to describe the application of a game-
based learning platform such as Kahoot, a formative evaluation tool to assess students' …
based learning platform such as Kahoot, a formative evaluation tool to assess students' …