Cited by 418Educational Games and GamificationInnovative Teaching MethodsOnline Learning and Analytics

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

Orhan Göksün, Derya, Gürsoy, Gülden·2019·Computers & Education

Integrity signals

Registry

Crossref · 10.1016/j.compedu.2019.02.015

Cites

8 of 8 references verified0 citation errors · 0 not checkable

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  • 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

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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

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