[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 …

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 …

[PDF][PDF] The Effects of Video Games in Memory and Attention.

C Kefalis, EZ Kontostavlou… - Int. J. Eng. Pedagog …, 2020 - pdfs.semanticscholar.org
The use of Information and Communication Technologies (ICT) is ubiquitous. Technologies
like video games have become very popular not only with the young generation but also …

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 …

La transformación digital de la docencia universitaria en comunicación durante la crisis de la COVID-19 en España: una aproximación desde la perspectiva del …

AJ Baladrón Pazos, B Correyero Ruiz… - Revista Latina de …, 2020 - repositorio.ucam.edu
Introducción: La crisis sanitaria de la COVID-19 (enfermedad producida por el coronavirus o
SARS-COV-2) en el año 2020 conllevó la suspensión de la docencia presencial en las …

[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 …

The impact of in-classroom non-digital game-based learning activities on students transitioning to higher education

C Balakrishna - Education sciences, 2023 - mdpi.com
The initial phase of learning at a university has a bearing on students' long-term academic
development and plays a crucial role in enabling them to successfully transition to higher …

Digital transformation of university teaching in communication during the COVID-19 emergency in spain: An approach from students' perspective

AJB Pazos, BC Ruiz, BM Pérez - Revista Latina de …, 2020 - search.proquest.com
Introducción: La crisis sanitaria de la COVID-19 (enfermedad producida por el coronavirus o
SARS-COV-2) en el año 2020 conllevó la suspensión de la docencia presencial en las …

Game-based digital quiz as a tool for improving students' engagement and learning in online lectures

KP Nuci, R Tahir, AI Wang, AS Imran - Ieee Access, 2021 - ieeexplore.ieee.org
Distance teaching and learning are gaining popularity, especially amidst the COVID-19
crisis at the beginning of 2020. Several schools, colleges, and universities across the globe …

Learning Multimedia Management Strategy at Home During Learning from Home

BS Nugroho, AW Syakhrani… - Nidhomul Haq …, 2021 - e-journal.uac.ac.id
The extraordinary development of technology followed by changes in human life in all fields
also impacts the behavior of technology users and consumer behavior than multimedia, all …