[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 …

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 …

Application of ClassPoint tool in reducing EFL learners' test anxiety: an empirical evidence from Saudi Arabia

H Akram, AH Abdelrady - Journal of Computers in Education, 2023 - Springer
Kee** in view a basic necessity of the time, integrating Information and Communication
Technology (ICT) in teaching–learning practices has become an integral part of higher …

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

DO Göksün, G Gürsoy - Computers & Education, 2019 - Elsevier
The purpose of the present study was to investigate the reflections of gamification activities
that are used as a formative assessment tool based on academic achievement and student …

The impact of game-based learning (GBL) on students' motivation, engagement and academic performance on an Arabic language grammar course in higher …

ME Eltahir, NR Alsalhi, S Al-Qatawneh… - Education and …, 2021 - Springer
The objective of this study was to evaluate the impact of game-based learning (GBL) on
students' motivation, engagement and academic performance on an Arabic language …

[HTML][HTML] A meta-analytic review of gamified interventions in mental health enhancement

C Cheng, OV Ebrahimi - Computers in Human Behavior, 2023 - Elsevier
This meta-analytic review aimed to investigate the effectiveness of gamified interventions in
bolstering mental health. The gamification and the control groups were compared in terms of …

Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz

A Janković, M Maričić, S Cvjetićanin - Journal of Computers in Education, 2024 - Springer
Abstract Gamification via Student Response Systems (SRSs) such as Kahoot and Quizizz
has become an object of study for a large number of researchers around the world. This …

Using Kahoot to improve reading comprehension of English as a foreign language learners.

S Korkmaz, H Öz - International Online Journal of Education and Teaching, 2021 - ERIC
With the advent of technology over the past decade, teachers have started to incorporate live
games into second or foreign language (L2) teaching to create an active learning …

A sco** review of video games and learning in secondary classrooms

C Cole, RH Parada, E Mackenzie - Journal of Research on …, 2024 - Taylor & Francis
Video games are an established part of popular culture, and frequently used in educational
settings worldwide. There is now a substantive body of research suggesting positive …

Analysis and Design of the Web Game on Descriptive Statistics through the ADDIE Model, Data Science and Machine Learning.

RA Salas-Rueda, ÉP Salas-Rueda… - International Journal of …, 2020 - ERIC
This mixed research aims to analysis and design the Web Game On Descriptive Statistics
(WGODS) through the ADDIE model, data science and machine learning. The sample …