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Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning
11 references·1 citing·50 second hop
Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning (2023)Application of game-based online learning…Usefulness of Digital Game-Based Learning in Nursing and Occupational Therapy Degrees: A Comparative Study at the University of Burgos (2021)Usefulness of Digital Game-Ba…Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 19 (2021)Use of Kahoot! to keep studen…Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education (2021)Student Perception and the Ef…Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Incorporation of a game-based…Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education (2021)Gamification tools in the lea…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Experiential Learning Program to Strengthen Self-Reflection and Critical Thinking in Freshmen Nursing Students during COVID-19: A Quasi-Experimental Study (2020)Experiential Learning Program…Using Kahoot! as a formative assessment tool in medical education: a phenomenological study (2019)Using Kahoot! as a formative …Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot (2019)Evaluating Impact on Motivati…Effective Constructivist Teaching Learning in the Classroom (2019)Effective Constructivist Teac…In Search of Understanding: The Case for Constructivist Classrooms (1993)In Search of Understanding: T…The Effect of Gamification Using Kahoot on Students' Critical Thinking Abilities: The Role of Mediating Learning Engagement and Motivation (2024)The Effect of Gamification Us…Criteria for assessing the trustworthiness of naturalistic inquiries (1981)Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)Using thematic analysis in psychology (2006)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE (2021)Toward a Theory of Instruction (1966)Mind in Society: The Development of Higher Psychological Processes (1978)Constructivist Pedagogy (2003)Online Teaching Experience during the COVID-19 in Pakistan: Pedagogy–Technology Balance and Student Engagement (2021)The development of learning innovation to enhance higher order thinking skills for students in Thailand junior high schools (2021)Redefining learning: student-centered strategies for academic and personal growth (2025)A QUANTITATIVE APPROACH TO CONTENT VALIDITY1 (1975)Calculating, Interpreting, And Reporting Cronbach’s Alpha Reliability Coefficient For Likert-Type Scales (2003)Gamification. using game-design elements in non-gaming contexts (2011)Feasibility of Kahoot! as a Real-Time Assessment Tool in (Histo-)pathology Classroom Teaching (2020)The Role of Game-Based Learning in Experiential Education: Tool Validation, Motivation Assessment, and Outcomes Evaluation among a Sample of Pharmacy Students (2022)Gamified Project-Based Learning: A Systematic Review of the Research Landscape (2023)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. 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(2011)Life in the pandemic: Some reflections on nursing in the context of COVID‐19 (2020)The effect of blended task-oriented flipped classroom on the core competencies of undergraduate nursing students: a quasi-experimental study (2023)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Scoping studies: towards a methodological framework (2005)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)An educational board game for learning orofacial spaces: An experimental study comparing collaborative and competitive approaches (2023)Gamification in the classroom: Kahoot! As a tool for university teaching innovation (2024)Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The socio-economic implications of the coronavirus pandemic (COVID-19): A review (2020)A Case Study on a Hedonic-Motivation System Adoption Model in a Game-Based Student Response System (2022)Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation (2022)Design, implementation, and evaluation of an online flipped classroom with collaborative learning model in an undergraduate chemical engineering course (2023)Toward a Theory of Intrinsically Motivating Instruction* (1981)Classrooms: Goals, structures, and student motivation. (1992)Gamificación del aula en la enseñanza superior online: el uso de Kahoot (2022)Gender differences in utilizing a game-based approach within the EFL online classrooms (2023)Enhancing EFL/ESL instruction through gamification: a comprehensive review of empirical evidence (2024)Metacognition in Educational Theory and Practice (1998)Handbook of Metacognition in Education (2009)Digital Games, Design, and Learning (2015)Analysis of the Effectiveness of Safety Training Methods (2024)Problem Based Learning: An instructional model and its constructivist framework (1995)AMEE Guide No 20: The good teacher is more than a lecturer - the twelve roles of the teacher (2000)The BSCS 5E Instructional Model: Origins and Effectiveness (2006)
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References

  • 1993In Search of Understanding: The Case for Constructivist Classrooms2,130 cited
  • 2020The effect of using Kahoot! for learning – A literature review1,384 cited
  • 2019Using Kahoot! as a formative assessment tool in medical education: a phenomenological study195 cited
  • 2019Effective Constructivist Teaching Learning in the Classroom158 cited
  • 2019Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot104 cited
  • 2021Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education101 cited
  • 2021Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 1978 cited
  • 2020Experiential Learning Program to Strengthen Self-Reflection and Critical Thinking in Freshmen Nursing Students during COVID-19: A Quasi-Experimental Study62 cited
  • 2021Incorporation of a game-based approach into the EFL online classrooms: students' perceptions51 cited
  • 2021Usefulness of Digital Game-Based Learning in Nursing and Occupational Therapy Degrees: A Comparative Study at the University of Burgos30 cited
  • 2021Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education28 cited

Cited by

  • 2024The Effect of Gamification Using Kahoot on Students' Critical Thinking Abilities: The Role of Mediating Learning Engagement and Motivation23 cited

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