[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 …

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

DO Göksün, G Gürsoy - Computers & Education, 2019 - Elsevier
The purpose of the present study was to investigate the reflections of gamification activities
that are used as a formative assessment tool based on academic achievement and student …

Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis

O Özdemir - Journal of Computer Assisted Learning, 2025 - Wiley Online Library
Background In recent years, the widespread use of technology in classrooms has
encouraged the transition from traditional lecture methods to digital‐based learning …

Innovation in the teaching-learning process: the case of Kahoot!

JJ Guardia, JL Del Olmo, I Roa, V Berlanga - On the horizon, 2019 - emerald.com
Purpose In recent years, a process of reform and innovation in higher education has been
witnessed. A change in the evaluation of student learning in universities is necessary for …

Kahoot! as a tool to improve student academic performance in business management subjects

R Martínez-Jiménez, C Pedrosa-Ortega… - Sustainability, 2021 - mdpi.com
The new framework for learning requires the use of new technologies, such as m-learning or
game-based learning programs. Gamification using this type of applications has been …

Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

F Garcia-Sanjuan, S Jurdi, J Jaen, V Nacher - Computers & Education, 2018 - Elsevier
Gamification has been identified as an interesting technique to foster collaboration in
educational contexts. However, there are not many approaches that tackle this in primary …

Pengembangan media pembelajaran matematika menggunakan aplikasi scratch untuk meningkatkan higher order thinking skill siswa sekolah dasar

NA Khalil, MR Wardana - Jurnal Kiprah Pendidikan, 2022 - kpd.ejournal.unri.ac.id
Penelitian ini dilatarbelakangi oleh rendahnya hasil kemampuan Higher Order Thinking
Skill siswa sekolah dasar. Rendahnya kemampuan Higher Order Thinking Skill siswa ini …

Do points matter? The effects of gamification activities with and without points on student learning and engagement

SE Koppitsch, J Meyer - Marketing Education Review, 2022 - Taylor & Francis
Instructor use of online gamification techniques using platforms such as Kahoot has been
increasing in recent years. Prior research has found that the use of gamification can …

Is technology always helpful?: A critical review of the impact on learning outcomes of education technology in supporting formative assessment in schools

BH See, S Gorard, B Lu, L Dong… - Research Papers in …, 2022 - Taylor & Francis
While education technology has been widely used in classrooms, and considerable
investments have been made to support its use in the UK, the evidence base for many such …

[PDF][PDF] Kahoot! quizzes: A formative assessment tool to promote students' self-regulated learning skills

NH Nadeem, HA Al Falig - Journal of Applied Linguistics and …, 2020 - researchgate.net
Gamified student response systems (GSRSs) have been increasingly used for formative
assessment (FA) purposes in higher education. While previous studies on Kahoot! have …