Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
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Each is checked against this paper’s own text: does it say what the citing paper says it does?
Kahoot! had a more positive impact on students' engagement than Quizizz but not significant (Göksün & Gürsoy, 2019).
“and Kahoot! had a more positive impact on students' engagement than Quizizzbut not significant (G€ oksün & Gürsoy, 2019).”
From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Göksün & Gürsoy, 2019
Cites
The Content Analysis Guidebook
Neuendorf, K. A. (2017) · doi:10.4135/9781071802878 · Cited by 9,286 · see citing works
Handbook of Research on Student Engagement
(2012) · doi:10.1007/978-1-4614-2018-7 · Cited by 3,050 · see citing works
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 1,451 · see citing works
Academic Emotions and Student Engagement
Pekrun, R., & Linnenbrink-Garcia, L. (2012) · Handbook of Research on Student Engagement · doi:10.1007/978-1-4614-2018-7_12 · Cited by 1,181 · see citing works
Students’ perception of Kahoot!’s influence on teaching and learning
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-018-0078-8 · Cited by 521 · see citing works
Plump, C. M., & LaRosa, J. (2017) · Management Teaching Review · doi:10.1177/2379298116689783 · Cited by 378 · see citing works
Gamification in biology teaching: A sample of kahoot application
Yapıcı, İ. Ü., & Karakoyun, F. (2017) · Turkish Online Journal of Qualitative Inquiry · doi:10.17569/tojqi.335956 · Cited by 96 · see citing works
TURAN, Z., & MERAL, E. (2018) · Informatics in Education · doi:10.15388/infedu.2018.07 · Cited by 78 · see citing works
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The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883 · see citing works
Gamification applications in E-learning: a literature review
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022) · Technology, Knowledge and Learning · doi:10.1007/s10758-020-09487-x · Cited by 478 · see citing works
Enhancing user engagement: The role of gamification in mobile apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · Journal of Business Research · doi:10.1016/j.jbusres.2021.04.028 · Cited by 442 · see citing works
Vidanaralage, J., Dharmaratne, A., & Haque, S. (2022) · Australasian Journal of Educational Technology · doi:10.14742/ajet.7473 · Cited by 8 · see citing works
“This online assessment tool provides a gamified experience (Chaiyo & Nokham, 2017; Göksün & Gürsoy, 2019) to keep participants engaged and motivated while responding to memory retention tests questions of the experiment.”
MethodDuvignau, R. (2025) · Proceedings of the 30th ACM Conference on Innovation and Technology in Computer Science Education V. 1 · doi:10.1145/3724363.3729086 · Cited by 3 · see citing works
- Authors
- Orhan Göksün, D., & Gürsoy, G.
- Affiliations
- Adıyaman University (TR)
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2019-07
- Volume
- 135
- Pages
- 15-29
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2920295453
- Cited by
- 418
- References
- 8
- Citations by year
- 2026: 23 · 2025: 33 · 2024: 74 · 2023: 87 · 2022: 75 · 2021: 87 · 2020: 32 · 2019: 7
- FWCI
- 91.34
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methods
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- gamification, Kahoot, Quizizz, student engagement, academic performance, 7E instructional model, pre-service teachers, formative assessment, student motivation, gamification tools
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
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