[HTML][HTML] The effect of using Kahoot! for learning–A literature review
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 …
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 …
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 …
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
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 …
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 …
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 …
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 …
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 …
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.
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 …
games into second or foreign language (L2) teaching to create an active learning …
A sco** review of video games and learning in secondary classrooms
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 …
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 …
(WGODS) through the ADDIE model, data science and machine learning. The sample …