SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Using Kahoot to Inspire
16 references·2 citing·41 second hop
Using Kahoot to Inspire (2018)Using Kahoot to InspireThe benefits of playing video games. (2013)The benefits of playing video…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…The Magical Mystery Four (2010)The Magical Mystery FourInvestigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Persuasive Games (2007)Persuasive GamesEducational Research: Quantitative, Qualitative, and Mixed Approaches (2007)Educational Research: Quantit…Digital Games in Education (2007)Digital Games in EducationMaking learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Mixed Methods Research: A Res…Fluency and Comprehension Gains as a Result of Repeated Reading (2004)Fluency and Comprehension Gai…What video games have to teach us about learning and literacy (2003)What video games have to teac…Research design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…Digital game-based learning (2003)Digital game-based learningSeriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)Kahoot! Game‐based digital le…Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system (2021)Exploring EFL learners’ persp…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)The Structure of Scientific Revolutions (1963)Case Study Research: Design and Methods (1984)Naturalistic inquiry (1985)Paradigms Lost and Pragmatism Regained (2007)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Working Memory (1974)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Working Memory Underpins Cognitive Development, Learning, and Education (2013)In search of the focus of attention in working memory: 13 years of the retro-cue effect (2016)Working Memory From the Psychological and Neurosciences Perspectives: A Review (2018)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Toward a Definition of Mixed Methods Research (2007)Online teaching-learning in higher education during lockdown period of COVID-19 pandemic (2020)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Integrating quantitative and qualitative research: how is it done? (2006)Achieving Effective Remote Working During the COVID‐19 Pandemic: A Work Design Perspective (2020)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)
this work references cited by second hop

References

  • 2003Research design: qualitative, quantitative, and mixed methods approaches18,745 cited
  • 2004Mixed Methods Research: A Research Paradigm Whose Time Has Come11,161 cited
  • 2007Educational Research: Quantitative, Qualitative, and Mixed Approaches6,383 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Digital game-based learning3,104 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2007Persuasive Games1,528 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2010The Magical Mystery Four1,254 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 2004Fluency and Comprehension Gains as a Result of Repeated Reading646 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

646 cited
  • 2007Digital Games in Education607 cited
  • Cited by

    • 2021Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system45 cited
    • 2024Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis44 cited