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With the advancement of technology, different approaches to make teachers’ tasks more interactive and improve teacher teaching methodologies are becoming more and more common. Additionally, students must feel motivated and positively interact with these new methodologies. To understand these new initiatives, this paper aims to identify the adoption model of a game-focused student response system. To do so, the theoretical framework of the hedonic-motivation system adoption model was applied to Kahoot! which turns the classroom into a game show. For this purpose, a survey was designed, supported by a questionnaire administered to 214 students, applying a non-probabilistic convenience sampling to the students who decided to be evaluated by this method, together with the classic paper tests and the electronic tests on an e-learning platform. The results showed that the application of the hedonic motivation system adoption model is adequate for the adoption of a game-based student response system tool, and all relationships were significant except those related to the Temporal Dissociation variable. The results of this research can help the education sector to have a better acceptance of these kinds of tools in the classroom, and a better understanding of their functionalities. In general, the results of the present study contributed to the literature by identifying the important role of a game-based student response system tool in education.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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