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Using Kahoot! as a Gamified Formative Assessment Tool: A case study
13 references·0 citing·42 second hop
Using Kahoot! as a Gamified Formative Assessment Tool: A case study (2019)Using Kahoot! as a Gamified Formative Ass…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…The Use of Gamification in Higher Education: An Empirical Study (2017)The Use of Gamification in Hi…The effects of the online game Kahoot on science vocabulary acquisition (2017)The effects of the online gam…The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)The effect of Kahoot, Quizizz…Oyunlaştırma Yönteminin Öğrencilerin Motivasyonları Üzerine Etkisi (2017)Oyunlaştırma Yönteminin Öğren…Kahoot! in the Classroom: Student Engagement Technique (2017)Kahoot! in the Classroom: Stu…Kahoot! A Digital Tool for Learning Vocabulary in a language classroom (2017)Kahoot! A Digital Tool for Le…Kahoot: A Promising Tool for Formative Assessment in Medical Education (2017)Kahoot: A Promising Tool for …Gamification in Biology Teaching: A Sample of Kahoot Application (2017)Gamification in Biology Teach…ENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES (2017)ENHANCING ENGLISH LANGUAGE LE…Determination of university students' most preferred mobile application for gamification (2017)Determination of university s…Assessment and Learning: differences and relationships between formative and summative assessment (1997)Assessment and Learning: diff…Handbook On Formative and Summative Evaluation of Student Learning (1971)Handbook On Formative and Sum…Educational Psychology: A Cognitive View (1968)ON EDUCATIONAL PSYCHOLOGY: A COGNITIVE VIEW (1979)Formative assessment and the design of instructional systems (1989)Teachers' summative practices and assessment for learning – tensions and synergies (2005)Applying learning theories and instructional design models for effective instruction (2016)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)Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The effect of using Kahoot! for learning – A literature review (2020)21st Century Skills: Rethinking How Students Learn (2010)Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance (2012)The wear out effect of a game-based student response system (2014)The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia (2018)Remote Assessment in Higher Education during COVID-19 Pandemic (2021)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)School Engagement: Potential of the Concept, State of the Evidence (2004)Handbook of Competence and Motivation (2013)Gamification in Management Education: A Systematic Literature Review (2019)Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020 (2021)Review article: Instructed second language vocabulary learning (2008)Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Using gamification to support learning English as a second language: a systematic review (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)Gamification Acceptance for Learners with Different E-Skills (2020)FinTech payments in the era of COVID-19: Factors influencing behavioral intentions of “Generation X” in Hungary to use mobile payment (2021)Digital Natives, Digital Immigrants Part 1 (2001)From game design elements to gamefulness (2011)Gamification in Science Education. A Systematic Review of the Literature (2021)Digital game-based learning (2003)The Power of Feedback (2007)Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)Formative assessment in higher education: Moves towards theory and the enhancement of pedagogic practice (2003)Academic Performance, Career Potential, Creativity, and Job Performance: Can One Construct Predict Them All? (2004)Professional Development in Integrating Technology Into Teaching and Learning: Knowns, Unknowns, and Ways to Pursue Better Questions and Answers (2007)A Review of Gamification Platforms for Higher Education (2017)Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)
this work references cited by second hop

References

  • 1971Handbook On Formative and Summative Evaluation of Student Learning725 cited
  • 1997Assessment and Learning: differences and relationships between formative and summative assessment632 cited
  • 2017Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices512 cited
  • 2017The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system274 cited
  • 2017Kahoot: A Promising Tool for Formative Assessment in Medical Education159 cited
  • 2017ENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES103 cited
  • 2017Kahoot! A Digital Tool for Learning Vocabulary in a language classroom101 cited
  • 2017Gamification in Biology Teaching: A Sample of Kahoot Application96 cited
  • 2017Determination of university students' most preferred mobile application for gamification75 cited
  • 2017The Use of Gamification in Higher Education: An Empirical Study62 cited
  • 2017Kahoot! in the Classroom: Student Engagement Technique31 cited
  • 2017The effects of the online game Kahoot on science vocabulary acquisition31 cited
  • 2017Oyunlaştırma Yönteminin Öğrencilerin Motivasyonları Üzerine Etkisi29 cited

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