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The use of gamification in higher education has increased considerably over the past decades. An empirical study was conducted in Hungary with two groups of students to investigate their behaviour while interacting with Kahoot! The results were analyzed based on the technology acceptance model. They indicate that the positive attitude, good experience and ease of availability contributed to improve student performance which strengthened the intention to use the application. Besides these, the perceived utility was positively influenced by the ease of use as consequence.
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Stored only when both papers are in the corpus — 62 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.