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Edutainment: Using Kahoot! As A Review Activity in Foreign Language Classrooms
4 references·2 citing·22 second hop
Edutainment: Using Kahoot! As A Review Activity in Foreign Language Classrooms (2019)Edutainment: Using Kahoot! As A Review Ac…Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Perceptions of Students for G…Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices (2017)Using Kahoot! in the Classroo…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…The socio-educational model of Second Language Acquisition (2006)The socio-educational model o…Young Learners’ Well-Being and Emotions: Examining Enjoyment and Boredom in the Foreign Language Classroom (2024)Young Learners’ Well-Being an…The Effect of Kahoot! Game in Teaching Reading Comprehension Achievement (2021)The Effect of Kahoot! Game in…E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The effect of using Kahoot! for learning – A literature review (2020)Motivation in Education: Theory, Research, and Applications (1995)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Research design: qualitative, quantitative, and mixed methods approaches (2003)Designing and Conducting Mixed Methods Research (2007)Transforming Qualitative Information: Thematic Analysis and Code Development (1998)Positive psychology: An introduction. (2000)Using thematic analysis in psychology (2006)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Teacher Motivation Strategies, Student Perceptions, Student Motivation, and English Achievement (2008)Willingness to Communicate in English: A Model in the Chinese EFL Classroom Context (2010)The role of individual differences in L2 writing (2012)
this work references cited by second hop

References

  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2018Perceptions of Students for Gamification Approach: Kahoot as a Case Study545 cited
  • 2017Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices512 cited
  • 2006The socio-educational model of Second Language Acquisition274 cited

Cited by

  • 2021The Effect of Kahoot! Game in Teaching Reading Comprehension Achievement28 cited
  • 2024Young Learners’ Well-Being and Emotions: Examining Enjoyment and Boredom in the Foreign Language Classroom16 cited

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