[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 …

Learning programming by creating games through the use of structured activities in secondary education in Greece

E Seralidou, C Douligeris - Education and Information Technologies, 2021 - Springer
The effective teaching of the concept of programming, where critical thinking is an important
factor, is not so easy in secondary education. New teaching approaches, including, game …

Evaluation of the impact of gamification on students' performance and engagement in manufacturing engineering courses

R Moliner-Heredia… - International Journal of …, 2023 - journals.sagepub.com
In engineering courses with a large number of students, fail and dropout rates are usually
high even in courses that can be expected to be interesting to the students. Gamification …

The effect of micro gamified online homework on gameful experience, intrinsic motivation, engagement, and cognitive load

AHS Metwally, R Huang, PT Palomino… - Education and …, 2024 - Springer
Gamifying online homework activities and learning assignments is an effective approach to
facilitate students' engagement and enjoyment. While incorporating game elements to …

Action research as a tool of teaching ESP in a flipped learning environment

O İlter, S Yeşilyurt - Journal of Educational Technology and Online …, 2021 - dergipark.org.tr
This study aims to contextualize a flipped learning environment for ESP learners at a faculty
of pharmacy, considering learners' suggestions and the teacher-researcher's field notes and …

Encouraging student motivation through gamification in engineering education

S Criollo-C, S Luján-Mora - Mobile Technologies and Applications for the …, 2019 - Springer
At present, there is a wide variety of teaching methods and educational strategies mediated
by technology: e-learning, m-learning, b-learning, gamification, flipped classroom, bring your …

An investigation into the effects of gamification on students' situational interest in a learning environment

TN Ndlovu, S Mhlongo - 2020 IEEE Global Engineering …, 2020 - ieeexplore.ieee.org
As today's students are born into digital technologies, educators must adapt to the growing
changes in the edutechnological landscape. For the educators to thrive in their pedagogical …

The Technology of Educational Games for Support Science Learning: A Preliminary Study

S Fayanto, D Sulisworo, WO Alkamalia… - Jurnal Informatika …, 2022 - neliti.com
Many learning technologies have emerged in education, often called educational games,
along with technological development. Educational games are one of the learning …

Smart quiz for brain stormers

A Kumar, R Gupta, N Sharma, S Goyal - Advances in Micro-Electronics …, 2022 - Springer
In this pitiable state of world-wide pandemic, everybody needs sources of entertainment or
leisure activities provided going out is not an option anymore. During lockdowns, some …

Quien teme perder, ya ha perdido: gamificación en educación superior

ML Belmonte - 2020 - rua.ua.es
Dado que la incorporación de elementos tecnológicos por sí solos no es suficiente para
romper con los paradigmas tradicionales en materia de educación, esta investigación …