[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 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 …

Gamification-as-innovation: a review

FM AlSaad, CM Durugbo - International Journal of Innovation and …, 2021 - World Scientific
Gamification is a paradigm and process innovation premised on applying game mechanics
to non-game settings with benefits of creative games designs and disruptive effects …

Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021 - Springer
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 …

Efektivitas penggunaan aplikasi kahoot sebagai alat evaluasi pada mahasiswa

F Daryanes, D Ririen - Journal of Natural Science and …, 2020 - ejournal.uin-suska.ac.id
Penelitian ini bertujuan untuk mengetahui efektivitasi aplikasi kahoot sebagai alat evaluasi
pada mahasiswa ditinjau dari motivasi dan atensi mahasiswa. Jenis penelitian ini adalah …

Gamification in higher education: Impact on student motivation and the acquisition of social and civic key competencies

JM Campillo-Ferrer, P Miralles-Martínez… - Sustainability, 2020 - mdpi.com
This study investigates to what extent the popular online gaming platform called Kahoot can
be used as a creative and effective tool to promote motivation, engagement and meaningful …

[HTML][HTML] Games in the classroom? Analysis of their effects on financial accounting marks in higher education

E Ortiz-Martínez, JM Santos-Jaen… - … International Journal of …, 2022 - Elsevier
The purpose of this study is to examine Kahoot! in higher education, specifically in subjects
of financial accounting, and explore if its use means higher marks. We analyze the marks of …

Collaborative learning based on harry potter for learning geometric figures in the subject of mathematics

AJ Moreno-Guerrero, M Rondon Garcia… - Mathematics, 2020 - mdpi.com
Nowadays, education requires changes in the teaching and learning processes, through the
implementation of innovative and motivating pedagogical actions, owing to the existing …

Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation

AR Rojabi, S Setiawan, A Munir, O Purwati… - Frontiers in …, 2022 - frontiersin.org
In language learning environments, technology is rapidly manipulated to encourage
engagement, promote autonomy, and boost motivation. Many instructors have initiated to …

Learning through playing: appreciating the role of gamification in business management education during and after the COVID-19 pandemic

K Skritsovali - Journal of Management Development, 2023 - emerald.com
Purpose Through active learning and experiential learning theoretical perspectives, this
paper explores the role of gamification on the student experience and student learning of …