Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices

CM Plump, J LaRosa - Management Teaching Review, 2017 - journals.sagepub.com
Instructional games are gaining acceptance in the classroom as the eLearning merits of
student engagement and immediate feedback are recognized. Within higher education, the …

Gamification in English language classrooms: The case of Kahoot!

E Kıyançiçek, L Uzun - Bilim Eğitim Sanat ve Teknoloji Dergisi, 2022 - dergipark.org.tr
Technology has been part of education in the 21st century. Especially gamification and
online games have been integrated into traditional classroom instruction and they have …

The effect of game-based learning on student achievement: A meta-analysis study

B Karakoç, K Eryılmaz, E Turan Özpolat… - … , Knowledge and Learning, 2022 - Springer
The purpose of this study was to combine the results of the experimental studies conducted
between the years of 2000–2018 examining the effect of game-based learning method on …

Metacognition and self-regulation in programming education: Theories and exemplars of use

D Loksa, L Margulieux, BA Becker, M Craig… - ACM Transactions on …, 2022 - dl.acm.org
Metacognition and self-regulation are important skills for successful learning and have been
discussed and researched extensively in the general education literature for several …

Using game theory and competition-based learning to stimulate student motivation and performance

JC Burguillo - Computers & education, 2010 - Elsevier
This paper introduces a framework for using Game Theory tournaments as a base to
implement Competition-based Learning (CnBL), together with other classical learning …

Failure rates in introductory programming

J Bennedsen, ME Caspersen - AcM SIGcSE Bulletin, 2007 - dl.acm.org
It is a common conception that CS1 is a very difficult course and that failure rates are high.
However, until now there has only been anecdotal evidence for this claim. This article …

Learning to program: Gender differences and interactive effects of students' motivation, goals, and self-efficacy on performance

A Lishinski, A Yadav, J Good, R Enbody - Proceedings of the 2016 ACM …, 2016 - dl.acm.org
Previous research in computer science education has demonstrated the importance of
motivation for success in introductory programming. Theoretical constructs from self …

Cooperative learning in computer programming: A quasi-experimental evaluation of Jigsaw teaching strategy with novice programmers

MB Garcia - Education and Information Technologies, 2021 - Springer
Computer programming education is often delivered using individual learning strategies
leaving group learning techniques as an under-researched pedagogy. This pose a research …

Creativity in CS1: a literature review

S Sharmin - ACM Transactions on Computing Education (TOCE), 2021 - dl.acm.org
Computer science is a fast-growing field in today's digitized age, and working in this industry
often requires creativity and innovative thought. An issue within computer science education …

Learning to program is easy

A Luxton-Reilly - Proceedings of the 2016 ACM Conference on …, 2016 - dl.acm.org
The orthodox view that" programming is difficult to learn" leads to uncritical teaching
practices and poor student outcomes. It may also impact negatively on diversity and equity …