[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 …

Bibliometría aplicada a la gamificación como estrategia digital de aprendizaje

JP Chacón, D Marín, MI Vidal - Revista de Educación a Distancia …, 2019 - revistas.um.es
Este trabajo se interesa por un tema de actualidad como es la gamificación en educación,
una interesante estrategia didáctica para responder a los alarmantes datos sobre fracaso y …

Effectiveness of real-time classroom interactive competition on academic performance: a systematic review and meta-analysis

JM Jurado-Castro, S Vargas-Molina… - PeerJ Computer …, 2023 - peerj.com
In recent years, different tools have been introduced into the educational landscape to
promote active participation and interaction between students and teachers through …

Активизация познавательного интереса студентов-иностранцев к изучению русского языка в процессе профессиональной подготовки

МА Волкова - 2021 - open.mgimo.ru
Цель диссертационного исследования–теоретически обосновать, экспериментально
проверить и представить содержательно-технологическое обеспечение модели …

Analysis of gamification elements. a case study in a computer science course

M García Iruela, MJ Fonseca, R Hijón Neira… - Artificial Intelligence in …, 2019 - Springer
Nowadays, researchers are increasingly interested in the study of gamification. Gamification
is the application of typical game elements in other areas. This technique can be used in …

Choose your own question: Encouraging self-personalization in learning path construction

Y Choi, Y Na, Y Yoon, J Shin, C Bae, H Suh… - arXiv preprint arXiv …, 2020 - arxiv.org
Learning Path Recommendation is the heart of adaptive learning, the educational paradigm
of an Interactive Educational System (IES) providing a personalized learning experience …

Достижение целостности образовательного процесса через его моделирование и взаимодействие блоков

МА Волкова - Научные исследования и разработки. Современная …, 2022 - elibrary.ru
В статье описывается метод моделирования как способ визуализации единства и
целостности процесса активизации познавательного процесса обучающихся. Автор …

ENHANCING LEARNING AND MOTIVATION: EXPLORING THE IMPACT OF EDUCATIONAL BREAKOUT GAMIFICATION IN VOCATIONAL TRAINING

I Montero - ICERI2023 Proceedings, 2023 - library.iated.org
The educational breakout is a gamified activity in which students have to solve a series of
challenges or missions to open padlocks or a closed suitcase in the context of a training …

[PDF][PDF] EXPLORING GAMIFICATION IN HIGHER EDUCATION: A CASE STUDY USING KAHOOT GAMIFIED STUDENT RESPONSE SYSTEM

K Kumar - 2022 - researchgate.net
Keeping higher education students engaged and motivated in classes is often a difficult tasN
for academics. With the increased popularity of gamification as a new phenomenon in …