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The Effect of Kahoot! Game in Teaching Reading Comprehension Achievement
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The Effect of Kahoot! Game in Teaching Reading Comprehension Achievement (2021)The Effect of Kahoot! Game in Teaching Re…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…PISA 2018 Results (Volume I) (2019)PISA 2018 Results (Volume I)Kahoot! In an EFL Reading Class (2019)Kahoot! In an EFL Reading Cla…Edutainment: Using Kahoot! As A Review Activity in Foreign Language Classrooms (2019)Edutainment: Using Kahoot! As…Using Game-based Technology, KAHOOT! for Classroom Engagement (2018)Using Game-based Technology, …Students’ perception of Kahoot!’s influence on teaching and learning (2018)Students’ perception of Kahoo…The wear out effect of a game-based student response system (2014)The wear out effect of a game…The Case for a Comprehensive, Four-Skills Assessment of English Language Proficiency (2010)The Case for a Comprehensive,…Teaching Reading Comprehension to Students with Learning Difficulties (2007)Teaching Reading Comprehensio…Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…Research design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Educational Research: Plannin…What video games have to teach us about learning and literacy (2003)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)Does Washback Exist? (1993)Validity and washback in language testing (1996)Manuscript Preparation (1997)ESP and Assessment (2012)Assessing Integrated Skills (2013)The incremental contribution of TOEIC® Listening, Reading, Speaking, and Writing tests to predicting performance on real-life English language tasks (2014)Case Study Research: Design and Methods (1984)Qualitative evaluation and research methods (1990)Using thematic analysis in psychology (2006)Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context (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)Comprehension: A Paradigm for Cognition (1998)The Role of Cognitive Skills in Economic Development (2008)OECD Education Working Papers (2010)The future of employment: How susceptible are jobs to computerisation? (2016)PISA 2018 Results (Volume V) (2020)How’s Life in Latin America? (2021)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Qualitative Research Designs (2007)Memahami desain metode penelitian kualitatif (2021)Efficacy of Collaborative Strategic Reading With Middle School Students (2011)Teaching Executive Functioning Processes: Promoting Metacognition, Strategy Use, and Effort (2013)The value of using ICT in the education of school students with learning difficulties (2017)Toward a Definition of Mixed Methods Research (2007)Thematic analysis of qualitative research data: Is it as easy as it sounds? (2018)A Concise Introduction to Mixed Methods Research (2021)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Integrating quantitative and qualitative research: how is it done? (2006)Achieving Effective Remote Working During the COVID‐19 Pandemic: A Work Design Perspective (2020)
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References

  • 2001Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research25,504 cited
  • 2007Designing and Conducting Mixed Methods Research23,356 cited
  • 2003Research design: qualitative, quantitative, and mixed methods approaches18,745 cited
  • 2019PISA 2018 Results (Volume I)2,879 cited
  • 2020The effect of using Kahoot! for learning – A literature review1,384 cited
  • 2018Students’ perception of Kahoot!’s influence on teaching and learning737 cited
  • 2014The wear out effect of a game-based student response system705 cited
  • 2007Teaching Reading Comprehension to Students with Learning Difficulties447 cited
  • 2019Kahoot! In an EFL Reading Class63 cited
  • 2010The Case for a Comprehensive, Four-Skills Assessment of English Language Proficiency57 cited
  • 2019Edutainment: Using Kahoot! As A Review Activity in Foreign Language Classrooms57 cited
  • 2018Using Game-based Technology, KAHOOT! for Classroom Engagement38 cited

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