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The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system
4 references·14 citing·48 second hop
The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)The effect of Kahoot, Quizizz and Google …The wear out effect of a game-based student response system (2014)The wear out effect of a game…Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance (2012)Using clickers in class. The …21st Century Skills: Rethinking How Students Learn (2010)21st Century Skills: Rethinki…Classroom Response Systems: A Review of the Literature (2006)Classroom Response Systems: A…Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students (2022)Evaluation of continued use o…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…Remote Assessment in Higher Education during COVID-19 Pandemic (2021)Remote Assessment in Higher E…Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Implicaciones de la gamificac…Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures (2021)Game-Based Digital Quiz as a …Factors Affecting Teaching English as a Second Language (TESL) Postgraduate Students’ Behavioural Intention for Online Learning during the COVID-19 Pandemic (2021)Factors Affecting Teaching En…Effective Usage of Gamification Techniques to Boost Student Engagement (2021)Effective Usage of Gamificati…A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)A literature review on the in…ESL Teachers’ Intention in Adopting Online Educational Technologies during COVID-19 Pandemic (2020)ESL Teachers’ Intention in Ad…Metodología Innovadora basada en la Gamificación Educativa: Evaluación Tipo Test con la Herramienta QUIZIZZ (2019)Metodología Innovadora basada…Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa (2019)Efektifitas Penggunaan Kahoot…A Study on Gamification for Higher Education Students’ Engagement Towards Education 4.0 (2019)A Study on Gamification for H…The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia (2018)The effectiveness of gamifica…Investigation of the effects of an online instant response system on students in a middle school of a rural area (2018)Investigation of the effects …Restructuring the Classroom: Conditions for Productive Small Groups (1994)Peer Instruction: Ten years of experience and results (2001)Technology-Enhanced Formative Assessment: A Research-Based Pedagogy for Teaching Science with Classroom Response Technology (2009)Educational Leadership (2010)A meta-analysis of the effects of audience response systems (clicker-based technologies) on cognition and affect (2015)Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)On the Evaluation of Structural Equation Models (1988)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Exploring the impacts of interactions, social presence and emotional engagement on active collaborative learning in a social web-based environment (2018)Factors affecting students’ learning performance through collaborative learning and engagement (2021)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)An evaluation of online architectural design studios during COVID-19 outbreak (2020)Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives (2023)Toward a Theory of Intrinsically Motivating Instruction* (1981)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Análisis de las publicaciones presentes en WoS y Scopus. Posibilidades de búsqueda para evitar literatura fugitiva en las revisiones sistemáticas (2022)Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review (2023)Designing qualitative research (1989)Competing paradigms in qualitative research. (1994)Higher Education for the Public Good (2012)Education and the COVID-19 pandemic (2020)Assessment in Higher Education during the COVID-19 Pandemic: A Systematic Review (2021)Online Assessment in Higher Education: A Systematic Review (2023)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Digital game-based learning (2003)A triangulation method on the effectiveness of digital game-based language learning for vocabulary acquisition (2023)Transforming online education: the impact of gamification on teacher training in a university environment (2023)User Acceptance of Information Technology: Toward A Unified View1 (2003)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)COVID ‐19 and online teaching in higher education: A case study of Peking University (2020)Factors Influencing Students’ Behavior and Attitude towards Online Education during COVID-19 (2021)Teachers’ Perception towards the Use of Quizizz in the Teaching and Learning of English: A Systematic Review (2021)Factors influencing graduate students’ behavioral intention to use Google Classroom: Case study-mixed methods research (2022)Reexamining the Role of Gifted Education and Talent Development for the 21st Century (2012)Teacher beliefs and technology integration practices: A critical relationship (2012)Improving 21st-century teaching skills: The key to effective 21st-century learners (2019)
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References

  • 201021st Century Skills: Rethinking How Students Learn786 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2012Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance560 cited
  • 2006Classroom Response Systems: A Review of the Literature525 cited

Cited by

  • 2018The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia157 cited
  • 2021Remote Assessment in Higher Education during COVID-19 Pandemic148 cited
  • 2021Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante123 cited
  • 2019Efektifitas Penggunaan Kahoot! untuk Meningkatkan Hasil Belajar Siswa109 cited
  • 2021A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration108 cited
  • 2021Factors Affecting Teaching English as a Second Language (TESL) Postgraduate Students’ Behavioural Intention for Online Learning during the COVID-19 Pandemic92 cited
  • 2022Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students84 cited
  • 2021Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 1978 cited
  • 2018Investigation of the effects of an online instant response system on students in a middle school of a rural area

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76 cited
  • 2020ESL Teachers’ Intention in Adopting Online Educational Technologies during COVID-19 Pandemic76 cited
  • 2021Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures60 cited
  • 2019A Study on Gamification for Higher Education Students’ Engagement Towards Education 4.051 cited
  • 2019Metodología Innovadora basada en la Gamificación Educativa: Evaluación Tipo Test con la Herramienta QUIZIZZ46 cited
  • 2021Effective Usage of Gamification Techniques to Boost Student Engagement44 cited