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Using Kahoot! to Gamify Learning in the Language Classroom
2 references·2 citing·20 second hop
Using Kahoot! to Gamify Learning in the Language Classroom (2021)Using Kahoot! to Gamify Learning in the L…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…The Role of Consciousness in Second Language Learning1 (1990)The Role of Consciousness in …Applying game-based learning to a primary school class in computer science terminology learning (2023)Applying game-based learning …Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)Kahoot, is it fun or unfun? G…The Principles of Psychology (1891)ASPECTS OF THE THEORY OF SYNTAX (1964)Knowledge of Language: Its Nature, Origin, and Use. (1988)The Role of the Linguistic Environment in Second Language Acquisition (1996)CORRECTIVE FEEDBACK AND LEARNER UPTAKE (1997)Research Methods in Applied Linguistics (2021)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)From game design elements to gamefulness (2011)Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students (2024)Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Game-based Learning and 21st century skills: A review of recent research (2016)
this work references cited by second hop

References

  • 1990The Role of Consciousness in Second Language Learning14,927 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited

Cited by

  • 2022Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation44 cited
  • 2023Applying game-based learning to a primary school class in computer science terminology learning36 cited

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