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The effect of Mentimeter and Kahoot applications on university students' e-learning
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The effect of Mentimeter and Kahoot applications on university students' e-learning (2020)The effect of Mentimeter and Kahoot appli…Gamification in the classroom: Kahoot! As a tool for university teaching innovation (2024)Gamification in the classroom…Flipped classroom with gamified technology and paper-based method for teaching vocabulary (2023)Flipped classroom with gamifi…The Moderating Role of Personal Innovativeness in Tourists’ Intention to Use Web 3.0 Based on Updated Information Systems Success Model (2022)The Moderating Role of Person…Gamificación del aula en la enseñanza superior online: el uso de Kahoot (2022)Gamificación del aula en la e…An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching (2022)An Examination of the Factors…Students and Teachers Using Mentimeter: Technological Innovation to Face the Challenges of the COVID-19 Pandemic and Post-Pandemic in Higher Education (2021)Students and Teachers Using M…La gamificación como estrategia metodológica en el contexto educativo universitario (2017)Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom (2019)Educación en tiempos de pandemia: reflexiones de alumnos y profesores sobre la enseñanza virtual universitaria en España, Italia y Ecuador (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Using thematic analysis in psychology (2006)Recursos Educativos Basados en Gamificación (2022)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)When to use and how to report the results of PLS-SEM (2018)Impact of process and outcome quality on intention for continued use of voice assistants (2023)Exploring innovation resistance in tourism: barriers to metaverse adoption among tourists (2024)Qualitative Data Analysis: An Expanded Sourcebook (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Learning Vocabulary in Another Language (2001)Foundations of Game-Based Learning (2015)Research Methods in Education (2017)Exploring translanguaging behaviors in digital storytelling: A mixed-methods study in Thai higher education (2026)Reality is broken: why games make us better and how they can change the world (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Implications for educational practice of the science of learning and development (2019)
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Cited by

  • 2021Students and Teachers Using Mentimeter: Technological Innovation to Face the Challenges of the COVID-19 Pandemic and Post-Pandemic in Higher Education93 cited
  • 2023Flipped classroom with gamified technology and paper-based method for teaching vocabulary42 cited
  • 2024Gamification in the classroom: Kahoot! As a tool for university teaching innovation36 cited
  • 2022Gamificación del aula en la enseñanza superior online: el uso de Kahoot35 cited
  • 2022An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching32 cited
  • 2022The Moderating Role of Personal Innovativeness in Tourists’ Intention to Use Web 3.0 Based on Updated Information Systems Success Model22 cited

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