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Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system
16 references·8 citing·34 second hop
Exploring EFL learners’ perspectives on using Kahoot as a game-based student response system (2021)Exploring EFL learners’ perspectives on u…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…Momentary interruptions can derail the train of thought. (2013)Momentary interruptions can d…In-class multitasking and academic performance (2012)In-class multitasking and aca…Case study research: design and methods (2011)Case study research: design a…Flow and Regulatory Compatibility: An Experimental Approach to the Flow Model of Intrinsic Motivation (2007)Flow and Regulatory Compatibi…Constructing Grounded Theory. A Practical Guide Through Qualitative Analysis (2006)Constructing Grounded Theory.…GameFlow (2005)GameFlowBeyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…Transforming Qualitative Information: Thematic Analysis and Code Development (1998)Transforming Qualitative Info…Qualitative research and case study applications in education (1998)Qualitative research and case…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…How to Design and Evaluate Research in Education (1990)How to Design and Evaluate Re…Naturalistic inquiry (1985)Naturalistic inquiryToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Qualitative research and evaluation methods (1980)Qualitative research and eval…Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory (2024)Understanding factors influen…Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)Kahoot! Game‐based digital le…Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Enhancing EFL/ESL instruction…The acceptance and effectiveness of digital learning technologies: A detailed empirical investigation in Islamic study classrooms (2023)The acceptance and effectiven…Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)Kahoot, is it fun or unfun? G…Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction (2022)Game-Based Learning in Higher…An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching (2022)An Examination of the Factors…Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context (2021)Students’ perceptions of the …Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)MAKING FAST STRATEGIC DECISIONS IN HIGH-VELOCITY ENVIRONMENTS. (1989)CASE Tools as Organizational Change: Investigating Incremental and Radical Changes in Systems Development (1993)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Knowledge Specialization, Organizational Coupling, and the Boundaries of the Firm: Why Do Firms Know More than They Make? (2001)Case Study Research (2004)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)How Many Interviews Are Enough? (2005)Three Approaches to Qualitative Content Analysis (2005)Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research (2013)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Memahami desain metode penelitian kualitatif (2021)METODE PENELITIAN KUALITATIF (2022)Determining Validity in Qualitative Inquiry (2000)Strategies for ensuring trustworthiness in qualitative research projects (2004)Qualitative Research Designs (2007)Using thematic analysis in psychology (2006)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Sample Size in Qualitative Interview Studies (2015)A practical guide to reflexivity in qualitative research: AMEE Guide No. 149 (2022)Thematic Analysis (2022)Event tourism: Definition, evolution, and research (2007)Seeking Qualitative Rigor in Inductive Research (2012)
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References

  • 1985Naturalistic inquiry45,666 cited
  • 1980Qualitative research and evaluation methods35,808 cited
  • 2011Case study research: design and methods21,763 cited
  • 1998Qualitative research and case study applications in education18,379 cited
  • 1990How to Design and Evaluate Research in Education14,565 cited
  • 1998Transforming Qualitative Information: Thematic Analysis and Code Development13,496 cited
  • 2006Constructing Grounded Theory. A Practical Guide Through Qualitative Analysis11,828 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2005GameFlow2,122 cited
  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 2018Perceptions of Students for Gamification Approach: Kahoot as a Case Study402 cited
  • 2007Flow and Regulatory Compatibility: An Experimental Approach to the Flow Model of Intrinsic Motivation381 cited
  • 2017Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices378 cited
  • 2012In-class multitasking and academic performance367 cited

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  • 2013Momentary interruptions can derail the train of thought.230 cited
  • Cited by

    • 2022Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation44 cited
    • 2024Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis44 cited
    • 2021Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context43 cited
    • 2022Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction42 cited
    • 2024Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence36 cited
    • 2022An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching32 cited
    • 2023The acceptance and effectiveness of digital learning technologies: A detailed empirical investigation in Islamic study classrooms6 cited
    • 2024Understanding factors influencing ESL student teachers’ adoption of classroom response systems: an integration of TAM and AOI theory6 cited