[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 …
Gamification in engineering education–a preliminary literature review
M Milosz, E Milosz - 2020 IEEE Global Engineering Education …, 2020 - ieeexplore.ieee.org
Gamification, as a method of increasing the involvement of people, is used more and more
widely in various areas, including in education processes. Many scientific studies prove the …
widely in various areas, including in education processes. Many scientific studies prove the …
Smart interactive education system based on wearable devices
Due to the popularity of smart devices, traditional one-way teaching methods might not
deeply attract school students' attention, especially for the junior high school students …
deeply attract school students' attention, especially for the junior high school students …
Game-based learning in computer science education: a scoping literature review
M Videnovik, T Vold, L Kiønig… - International Journal of …, 2023 - Springer
Using games in education has the potential to increase students' motivation and
engagement in the learning process, gathering long-lasting practical knowledge. Expanding …
engagement in the learning process, gathering long-lasting practical knowledge. Expanding …
Turning a traditional teaching setting into a feedback-rich environment
A González - International Journal of Educational Technology in …, 2018 - Springer
There is a constant need to look for new ways of motivating students, of providing them
prompt feedback and of helping them to retain the material at lectures. This need is met here …
prompt feedback and of helping them to retain the material at lectures. This need is met here …
Pengaruh penggunaan kahoot terhadap hasil belajar materi ruang lingkup biologi
A Darmawan - EduTeach: Jurnal Edukasi dan Teknologi …, 2020 - ejurnal.umri.ac.id
This study aims to determine the effect of the use of Kahoot on the learning outcomes of the
biological scope of students of class X MIPA of SMA Negeri 1 Muncar in the academic year …
biological scope of students of class X MIPA of SMA Negeri 1 Muncar in the academic year …
Sosyal bilgiler öğretmen adaylarinin Web 2.0 uygulamalariyla biçimlendirici değerlendirme deneyimlerinin incelenmesi
T Çelik - Milli Eğitim Dergisi, 2021 - dergipark.org.tr
Bu çalışmanın amacı Web 2. 0 teknolojilerini sosyal bilgiler öğretiminin değerlendirme
sürecinde kullanan öğretmen adaylarının sürece ilişkin deneyimlerini betimlemektir …
sürecinde kullanan öğretmen adaylarının sürece ilişkin deneyimlerini betimlemektir …
Using quizziz application to make online evaluations during covid-19 pandemic: teacher competency training
Various problems faced by teachers, students and parents when studying online during a
pandemic. The teacher feels the saturation of students studying at home and completing …
pandemic. The teacher feels the saturation of students studying at home and completing …
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 …
by technology: e-learning, m-learning, b-learning, gamification, flipped classroom, bring your …