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Kahoot! as a Gamification Tool in Vocational Education: More Positive Attitude, Motivation and Less Anxiety in EFL
16 references·0 citing·43 second hop
Kahoot! as a Gamification Tool in Vocational Education: More Positive Attitude, Motivation and Less Anxiety in EFL (2021)Kahoot! as a Gamification Tool in Vocatio…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Comparing success and engagem…Students’ perception of Kahoot!’s influence on teaching and learning (2018)Students’ perception of Kahoo…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…Technology in Language Use, Language Teaching, and Language Learning (2016)Technology in Language Use, L…The wear out effect of a game-based student response system (2014)The wear out effect of a game…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)Second Language Use, Socializ…Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Playing and Making Games for Learning (2005)Playing and Making Games for …What video games have to teach us about learning and literacy (2003)What video games have to teac…Report on the educational use of games (2002)Report on the educational use…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…Qualitative evaluation and research methods, 2nd ed. (1990)Qualitative evaluation and re…What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Flow: the psychology of optimal experience (1990)Self-Regulated Learning and Academic Achievement: An Overview (1990)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)Minds in play: computer game design as a context for children's learning (1995)Handbook of Research on Effective Electronic Gaming in Education (2009)Effects of video-game play on information processing: A meta-analytic investigation (2013)Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Experimental and Quasi-Experimental Designs for Research (1963)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Situated Cognition and the Culture of Learning (1989)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)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)Foundations of Game-Based Learning (2015)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)Whatever happened to qualitative description? (2000)Using thematic analysis in psychology (2006)Document Analysis as a Qualitative Research Method (2009)
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References

  • 1994Research Design: Qualitative, Quantitative, and Mixed Methods Approaches35,275 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 1990Qualitative evaluation and research methods, 2nd ed.8,420 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2005Playing and Making Games for Learning576 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2016Technology in Language Use, Language Teaching, and Language Learning526 cited
  • 2018Students’ perception of Kahoot!’s influence on teaching and learning521 cited
  • 2009Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming516 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz418 cited

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2017
Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices
378 cited
  • 2002Report on the educational use of games333 cited
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