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Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context
16 references·0 citing·51 second hop
Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context (2021)Students’ perceptions of the use of Kahoo…Using Kahoot! as a formative assessment tool in medical education: a phenomenological study (2019)Using Kahoot! as a formative …Digital game-based vocabulary learning: where are we and where are we going? (2019)Digital game-based vocabulary…Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Digital game-based L2 learnin…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…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…KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR? (2016)KAHOOT IT OR NOT? CAN GAMES B…The wear out effect of a game-based student response system (2014)The wear out effect of a game…Flipping the classroom for English language learners to foster active learning (2014)Flipping the classroom for En…An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning (2014)An investigation of the inter…Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis (2012)Learner interaction in a mass…Gaming as extramural English L2 learning and L2 proficiency among young learners (2012)Gaming as extramural English …From game design elements to gamefulness (2011)From game design elements to …Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Active learning : creating excitement in the classroom (1991)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)The Taxonomy of Educational Objectives (2012)Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies (2015)Flipped Classrooms: a Review of Key Ideas and Recommendations for Practice (2016)Using the flipped classroom to enhance EFL learning (2016)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)Mind in Society: The Development of Higher Psychological Processes (1978)Principles and Practice in Second Language Acquisition (1983)Principles and Practice in Second Language Acquisition (1983)A scoping review of research on digital game-based language learning (2018)Vocabulary in Language Teaching (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Kahoot: A Promising Tool for Formative Assessment in Medical Education (2017)Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)Active learning tools improve the learning outcomes, scientific attitude, and critical thinking in higher education: Experiences in an online course during the COVID ‐19 pandemic (2021)Motivation in Education: Theory, Research, and Applications (1995)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios (2019)Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education (2020)Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests? (2021)Case Study Research: Design and Methods (1984)Qualitative evaluation and research methods (1990)Using thematic analysis in psychology (2006)Game on! A state-of-the-art overview of doing business with gamification (2023)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Qualitative research: Methods in the social sciences (2006)Designing and Conducting Mixed Methods Research (2007)Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot (2019)A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)
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References

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  • 2011From game design elements to gamefulness8,391 cited
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  • 2018Students’ perception of Kahoot!’s influence on teaching and learning521 cited
  • 2012Gaming as extramural English L2 learning and L2 proficiency among young learners468 cited
  • 2019Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz418 cited
  • 2018Perceptions of Students for Gamification Approach: Kahoot as a Case Study402 cited
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  • 2014An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning270 cited
  • 2019Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review250 cited
  • 2019Using Kahoot! as a formative assessment tool in medical education: a phenomenological study

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195 cited
  • 2012Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis172 cited
  • 2016KAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR?172 cited
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