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The Effect of Digitizing and Gamifying Quizzing in Classrooms
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The Effect of Digitizing and Gamifying Quizzing in Classrooms (2016)The Effect of Digitizing and Gamifying Qu…Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 19 (2021)Use of Kahoot! to keep studen…Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE (2021)Students’ perceptions of Kaho…Polar knowledge of US students as indicated by an online Kahoot! quiz game (2021)Polar knowledge of US student…Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom (2020)Game-Based Student Response S…The Effect of the Kahoot Quiz on the Student's Results in the Exam (2019)The Effect of the Kahoot Quiz…Turning a traditional teaching setting into a feedback-rich environment (2018)Turning a traditional teachin…A power primer. (1992)What Video Games Have to Teach Us about Learning and Literacy (2004)The Power of Feedback (2007)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Motivate students for better academic achievement: A systematic review of blended innovative teaching and its impact on learning (2024)Mind in Society: The Development of Higher Psychological Processes (1978)Using thematic analysis in psychology (2006)Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Games in the classroom? Analysis of their effects on financial accounting marks in higher education (2021)Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction (2022)Civic education: what makes students learn (1999)Geographic variation in opinions on climate change at state and local scales in the USA (2015)Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)COVID-19 and its impact on education, social life and mental health of students: A survey (2020)The effect of using Kahoot! for learning – A literature review (2020)The socio-economic implications of the coronavirus pandemic (COVID-19): A review (2020)Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)
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  • 2021Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 1978 cited
  • 2021Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE71 cited
  • 2019The Effect of the Kahoot Quiz on the Student's Results in the Exam60 cited
  • 2020Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL Classroom44 cited
  • 2018Turning a traditional teaching setting into a feedback-rich environment40 cited
  • 2021Polar knowledge of US students as indicated by an online Kahoot! quiz game9 cited

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