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THE USE OF QUIZIZZ AND KAHOOT! IN THE TRAINING FOR MILLENNIAL GENERATION
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THE USE OF QUIZIZZ AND KAHOOT! IN THE TRAINING FOR MILLENNIAL GENERATION (2020)THE USE OF QUIZIZZ AND KAHOOT! IN THE TRA…Society 5.0 and Social Development: Contributions to a Discussion (2018)Society 5.0 and Social Develo…Implementing Quizizz as Game Based Learning in the Arabic Classroom (2018)Implementing Quizizz as Game …Implementing Quizizz as Game Based Learning in the Arabic Classroom (2018)Implementing Quizizz as Game …What “Gamification” is and what it’s not (2017)What “Gamification” is and wh…THEORITICAL REVIEW : TEORI PERBEDAAN GENERASI (2017)THEORITICAL REVIEW : TEORI PE…The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)The effect of Kahoot, Quizizz…Metodologi penelitian kualitatif (2017)Metodologi penelitian kualita…Kahoot: A Promising Tool for Formative Assessment in Medical Education (2017)Kahoot: A Promising Tool for …ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE (2017)ANALYZING THE EFFICACY OF THE…Metode Penelitian Pendidikan (2016)Metode Penelitian PendidikanKAHOOT IT OR NOT? CAN GAMES BE MOTIVATING IN LEARNING GRAMMAR? (2016)KAHOOT IT OR NOT? CAN GAMES B…Riset Pendidikan: Perencanaan, Pelaksanaan, dan Evaluasi Riset Kualitatif & Kuantitatif (2015)Riset Pendidikan: Perencanaan…Metodologi Penelitian Kualitatif (2014)Metodologi Penelitian Kualita…Belajar untuk Mengajar (2013)Belajar untuk MengajarManajemen pelatihan : berbasis belajar mandiri (2011)Manajemen pelatihan : berbasi…Training Generation N: how educators should approach the Net Generation (2008)Training Generation N: how ed…Boomers, Gen-Xers, and Millennials: Understanding the "New Students.". (2003)Educating the Net Generation (2005)Engaging a new generation of graduates (2008)Graduates’ experiences of, and attitudes towards, the inclusion of employability-related support in undergraduate degree programmes; trends and variations by subject discipline and gender (2016)Bridging the communication gap between Generation Y and the Baby Boomer generation (2017)Bridging the digital divide: Reflections on using WhatsApp instant messenger interviews in youth research (2020)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Motivational Strategies in the Language Classroom (2001)Reality is broken: why games make us better and how they can change the world (2012)Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics (2019)Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education (2021)21st Century Skills: Rethinking How Students Learn (2010)Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance (2012)The wear out effect of a game-based student response system (2014)The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia (2018)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Remote Assessment in Higher Education during COVID-19 Pandemic (2021)Generations: The History of America's Future, 1584 to 2069 (1991)Millennials Rising: The Next Great Generation (2000)Personality Development: Stability and Change (2005)Implementasi literasi budaya dan kewargaan sebagai solusi disinformasi pada generasi millennial di Indonesia (2019)Millennialization of Islamic Education Based on Neuroscience in the Third Generation University in Yogyakarta Indonesia (2019)Model Pondok Pesantren di Era Milenial (2019)Robots, Industry 4.0 and Humans, or Why Assembly Work Is More than Routine Work (2016)A Cross-Strait Comparison of Innovation Policy under Industry 4.0 and Sustainability Development Transition (2017)The Fourth Industrial Revolution (Industry 4.0): A Social Innovation Perspective (2017)Who Will Be the Members of Society 5.0? Towards an Anthropology of Technologically Posthumanized Future Societies (2019)A Qualitative Approach to the Public Perception of AI (2022)A SPHERICAL FUZZY BASED DECISION MAKING FRAMEWORK WITH EINSTEIN AGGREGATION FOR COMPARING PREPAREDNESS OF SMEs IN QUALITY 4.0 (2023)Digital game-based learning (2003)The Power of Feedback (2007)Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. (2014)A ‘KAHOOT!’ Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class (2019)A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education (2021)Meyakinkan Validitas Data Melalui Triangulasi Pada Penelitian Kualitatif (2010)ANALISIS DATA KUALITATIF (2019)Memahami desain metode penelitian kualitatif (2021)IMPLEMENTASI PENDIDIKAN KARAKTER (2018)PERAN GURU DALAM PENGELOLAAN KELAS (2018)Metodologi Penelitian Kualitatif (2022)ANALISIS KESULITAN SISWA DALAM MEMBACA PERMULAAN DI KELAS SATU SEKOLAH DASAR (2017)Academic reform and sustainability of Islamic higher education in Indonesia (2021)UPAYA MENINGKATKAN KOMPETENSI GURU MELALUI PELATIHAN PENELITIAN TINDAKAN KELAS (2019)The Influence of 4C (Constructive, Critical, Creativity, Collaborative) Learning Model on Students’ Learning Outcomes (2021)
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References

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  • 2017What “Gamification” is and what it’s not105 cited
  • 2018Implementing Quizizz as Game Based Learning in the Arabic Classroom92 cited

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