The effect of using Kahoot! for learning – A literature review

Wang, Alf Inge, Tahir, Rabail·2020·Computers & Education

Cited by (879)

Items 101–200 of 879

  1. IoT for Smart Learning/Education
    Sabin Kaji Shrestha, Fatima Furqan · 2020
  2. La herramienta tecnológica kahoot como medio para fomentar el aprendizaje activo: un análisis sobre su impacto en la docencia en el Grado de Administración y Dirección de Empresas
    María Asunción Grávalos Gastaminza, Rocío Hernández Garrido, Cinta Pérez Calañas · 2022 · Campus Virtuales
  3. Can an augmented reality-integrated gamification approach enhance vocational high school students' learning outcomes and motivation in an electronics course?
    Cathy Weng, Khanh Nguyen Phuong Tran, Chi-Chuan Yang, Hsuan-I. Huang, Hsuan Chen · 2023 · Education and Information Technologies
  4. Does gamification mediate the relationship between digital social capital and student Performance? A survey-based study in Spain
    José M. Fortuna, Gabriel de la Fuente Herrero, Pilar Velasco · 2023 · The International Journal of Management Education
  5. Kahoot! Gamification as an Instructional Technology
    Natalie-Jane Howard · 2023 · Advances in medical education, research, and ethics (AMERE) book series
  6. Gamifying mathematics education through Kahoot: Fostering motivation and achievement in the classroom
    Adeeb M. Jarrah, Yousef Wardat, Patrícia Fidalgo, Nagla Ali · 2024 · Research and Practice in Technology Enhanced Learning
  7. How Language and Technology Can Improve Student Learning Quality in Engineering? Definition, Factors for Enhancing Students Comprehension, and Computational Bibliometric Analysis
    Dwi Fitria Al Husaeni, Dwi Novia Al Husaeni, Risti Ragadhita, Muhammad Roil Bilad, Abdulkareem Sh. Mahdi Al-Obaidi, Asep Bayu Dani Nandiyanto · 2022 · International Journal of Language Education
  8. EDUCATIONAL EFFICIENCY AND STUDENTS’ INVOLVEMENT OF TEACHING APPROACH BASED ON GAME-BASED STUDENT RESPONSE SYSTEM
    Branka N. Radulović · 2021 · Journal of Baltic Science Education
  9. Integrating Digital Transformation in Nursing Education: Best Practices and Challenges in Curriculum Development
    Tiago, Reis da Silva, Mitchell, Aby · 2024 · Digital Transformation in Higher Education, Part B
  10. Early childhood pre-service teachers’ preparation for using technology with children: a systematic literature review
    Sofia Papavlasopoulou, Marianne Undheim, Tamsin Meaney, Sara Esmaeeli · 2024 · European Journal of Teacher Education
  11. Class integration of ChatGPT and learning analytics for higher education
    Miguel Civit, María José Escalona, Francisco Cuadrado, Salvador Reyes de Cózar · 2024 · Expert Systems
  12. Effects of Technology-Enhanced Board Game in Primary Mathematics Education on Students’ Learning Performance
    Yen-Ting Lin, Ching-Te Cheng · 2022 · Applied Sciences
  13. Citizen Science as Part of the Primary School Curriculum: A Case Study of a Technical Day on the Topic of Noise and Health
    David Kocman, Tjaša Števanec, Rok Novak, Natalija Kranjec · 2020 · Sustainability
  14. Assessing the Use of Kahoot! in an Undergraduate General Chemistry Classroom
    Mena Youssef · 2021 · Journal of Chemical Education
  15. Reflecting on Existing English for Academic Purposes Practices: Lessons for the Post-COVID Classroom
    Lucas Kohnke, Di Zou · 2021 · Sustainability
  16. Bringing Kahoot! Into the Classroom: The Perceived Usefulness and Perceived Engagement of Gamified Learning in Higher Education
    Kevin Fuchs · 2022 · International Journal of Information and Education Technology
  17. Using instructive simulations to teach young students simple science concepts: Evidence from electricity content
    Mirjana Maričić, Stanko Cvjetičanin, Branko Anđić, Mia R. Marić, Aleksandar V. Petojević · 2023 · Journal of Research on Technology in Education
  18. Use of Kahoot for Assessment in Chemistry Education: A Comparative Study
    Javier Murciano‐Calles · 2020 · Journal of Chemical Education
  19. Effect of digital awareness on mathematics achievements at school to university levels in Nepal
    Bishnu Prasad Khanal, Shashidhar Balbase, Dirgha Raj Joshi · 2024 · SSRN Electronic Journal
  20. A study on role of gamification elements in training outcomes: comparing the mediating effect of intrinsic and extrinsic motivation
    Sattwik Mohanty, B. Prabu Christopher · 2023 · The Learning Organization
  21. Use of a smartphone-based Student Response System in large active-learning Chemical Engineering Thermodynamics classrooms
    Sergio Caserta, Giovanna Tomaiuolo, Stefano Guido · 2021 · Education for Chemical Engineers
  22. Examining the use of Kahoot to support digital game-based formative assessments in UAE higher education
    Maxine Minton, Brett Bligh · 2021
  23. Envisioning Arduino Action
    Geert Jacob Roumen, Ylva Fernaeus · 2021 · International Journal of Child-Computer Interaction
  24. “If I create a game I'll learn”: online game creation as a tool to promote learning skills of students with learning difficulties
    Hagit Meishar‐Tal, Avital Kesler · 2021 · Interactive Learning Environments
  25. A Systematic Review of Gamification and Its Assessment in EFL Teaching
    Jakub Helvich, Lukáš Novák, Petr Mikoška, Štěpán Hubálovský · 2023 · International Journal of Computer-Assisted Language Learning and Teaching
  26. Gamified grammar learning in online English courses in Thai higher education
    Budi Waluyo, Sirikhun Phanrangsee, Wararat Whanchit · 2023 · Online Journal of Communication and Media Technologies
  27. Impact of a game-based tool on student engagement in a foreign language course: a three-term analysis
    Chiraz Anane · 2024 · Frontiers in Education
  28. Pharmacy student experience, preference, and perceptions of gaming and game-based learning
    Shiow‐Fern Ng, Dorothy Diliana Shalilan Anak Dawie, Wei Wen Chong · 2021 · Currents in Pharmacy Teaching and Learning
  29. The integration of digital games into teaching and learning—A unique constructivist framework
    Liat Eyal, ‪Merav Hayak‬‏ · 2024 · British Journal of Educational Technology
  30. Introducing Gamification to Improve the Evaluation Process of Programing Courses at the Salesian Polytechnic University (Guayaquil, Ecuador)
    Joe Llerena-Izquierdo, Jamileth Idrovo-Llaguno · 2020 · Advances in intelligent systems and computing
  31. Developing a Fuzzy TOPSIS Model Combining MACBETH and Fuzzy Shannon Entropy to Select a Gamification App
    María Carmen Carnero · 2021 · Mathematics
  32. Kahoot! and its effect on financial accounting marks at the university
    Esther Ortiz Martínez, José Manuel Santos Jaén, Salvador Marín‐Hernández · 2023 · Education and Information Technologies
  33. Infusing Communication Skills into Financial Accounting Curriculum: A Perspective from the Digital Era
    Nuwan Lakmal Hettiarachchi, Tamil Selvan Subramaniam, Sarala Thulasi Palpanadan, Anas Al‐Fattal · 2023 · International Journal of Information and Education Technology
  34. Information and communication technologies in higher education: Comparison of stimulated motivation
    Luis Alberto Laurens Arredondo · 2023 · Education and Information Technologies
  35. The use of Video Enhanced Observation in video-mediated post-observation conversations on pre-service EFL teachers’ online practicum teaching
    Arzu Kanat Mutluoğlu, Ufuk Balaman · 2023 · System
  36. Utilising gamified formative assessment to support English language learning in schools: a scoping review
    Chunqi Li, Luke K. Fryer, Samuel Kai Wah Chu · 2024 · Innovation in Language Learning and Teaching
  37. Learning English mediated by Kahoot: Insights from the Indonesian EFL instructors
    Moh. Arif Mahbub · 2020 · Journal on English as a Foreign Language
  38. Kahoot! As a Formative Assessment Tool in Foreign Language Learning: A Case Study in Greek as an L2
    G. Kapsalis, A. Galani, Olga Tzafea · 2020 · Theory and Practice in Language Studies
  39. A Survey of Process Skills Mathematics Learning in Elementary School
    Yantoro Yantoro, Dwi Agus Kurniawan, Rahmat Perdana · 2021 · Jurnal Pendidikan dan Pengajaran
  40. An innovative approach to game-based learning in nursing education: Virtual gaming simulation
    Yadigar Ordu, Nurcan Çalışkan · 2021 · Journal of Human Sciences
  41. COVID- 19 pandemic and Online Teaching from the Lenses of K-12 STEM Teachers in Albania
    Ajrina Hysaj · 2021 · IEEE International Conference on Teaching, Assessment, and Learning for Engineering
  42. Aprendizaje autorregulado y Entornos Personales de Aprendizaje en la formación inicial docente: percepciones del alumnado y propuestas de herramientas y recursos
    Gemma Tur, Urith N. Ramirez-Mera, Victoria I. Marín · 2021 · Revista Complutense de Educación
  43. Gamification in English Language Classrooms: The Case of Kahoot!
    Ezgi Kıyançiçek, L. Uzun · 2022 · Bilim, eğitim, sanat ve teknoloji dergisi
  44. META-ANALYSIS OF COMPUTER-BASED MATHEMATICS LEARNING IN THE LAST DECADE SCOPUS DATABASE: TRENDS AND IMPLICATIONS
    Maximus Tamur, Sabina Ndiung, Robert Weinhandl, Tommy Tanu Wijaya, Emilianus Jehadus, Eliterius Sennen · 2023 · Infinity Journal
  45. Undergraduate Game-Based Student Response Systems (SRSs): A Systematic Review
    Nikki Squire · 2023 · Technology Knowledge and Learning
  46. Balancing enjoyment and learning in teaching software project management with game-based learning
    Alf Inge Wang, Vegard Aas Knutsen, Eivind Toresen Askestad · 2024 · Computers and Education Open
  47. Teachers’ Perception of Advantages and Disadvantages of Kahoot!
    Abouzar Rajabpour · 2021 · English Linguistics Research
  48. Evaluation of Virtual Workspace Laboratory: Cloud Communication and Collaborative Work on Project-Based Laboratory
    Juli Firmansyah, Andi Suhandi, Agus Setiawan, Anna Permanasari · 2022 · Journal on Efficiency and Responsibility in Education and Science
  49. Teaching computational thinking using scenario-based learning tools
    Athanasios Zitouniatis, Fotis Lazarinis, Dimitris N. Kanellopoulos · 2022 · Education and Information Technologies
  50. Effectiveness of real-time classroom interactive competition on academic performance: a systematic review and meta-analysis
    José Manuel Jurado‐Castro, Salvador Vargas-Molina, José Luis Gómez‐Urquiza, Javier Benítez‐Porres · 2023 · PeerJ Computer Science
  51. University Students’ Perspectives on Gamification in Vocabulary Learning: A Literature Review
    Nurzahirah Zainal · 2023 · Malaysian Journal of Social Sciences and Humanities (MJSSH)
  52. Effectiveness of Interactive Classroom Tool: A Quasi-Experiment in Assessing Students’ Engagement and Performance in Mathematics 10 using ClassPoint
    Doris V Querido · 2023 · Applied Quantitative Analysis
  53. Social presence in technology-rich learning environments: how real we are feeling connected and how does it matter for learning?
    Xiaoshan Huang, Alejandra Ruiz‐Segura, Chengyi Tan, Tingting Wang, Robin Sharma, Susanne P. Lajoie · 2023 · Information and Learning Sciences
  54. Views of Students, Parents, and Teachers on Smartphones and Tablets in the Development of 21st-Century Skills as a Prerequisite for a Sustainable Future
    Vida Lang, Andrej Šorgo · 2024 · Sustainability
  55. Exploring the impact of gamified learning on positive psychology in CALL environments: A mixed-methods study with Thai university students
    Budi Waluyo, Francis G. Balazon · 2024 · Acta Psychologica
  56. SIGNIFIKANSI KAHOOT!: INTERAKSI MANUSIA DAN MESIN DALAM PROSES PEMBELAJARAN
    Jaka Warsihna, Zulmi Ramdani · 2020 · Jurnal Kwangsan
  57. Interestingness is in the eye of the beholder – the impact of formative assessment on students’ situational interest in chemistry classrooms
    Sabrina Ochsen, Andrea Bernholt, Simon Grund, Sascha Bernholt · 2023 · International Journal of Science Education
  58. Teacher Professional Development through the Teacher Education Program (PPG) at Islamic Education Institutions
    Mardhiah Mardhiah, Awaliah Musgamy, Mukhlis Lubis · 2023 · International Journal of Learning Teaching and Educational Research
  59. Effects of using audience response systems (Kahoot and Google Forms and Sheets) on learning of medical students in a large class: A questionnaire-based retrospective study
    Issarawan Keadkraichaiwat, Chantacha Sitticharoon, Vasu Lertsiripatarajit, Punyapat Maprapho · 2024 · Education and Information Technologies
  60. The Effect of Gamification Using Kahoot on Students' Critical Thinking Abilities: The Role of Mediating Learning Engagement and Motivation
    Petrusly Petrusly, Fredik Lambertus Kollo, Marsi D. S. Bani, Tuatul Mahfud, Zulkarnain Zulkarnain · 2024
  61. Asking the classroom with technology: a systematic literature review
    Talha Mahboob Alam, George Adrian Stoica, Özlem Özgöbek · 2025 · Smart Learning Environments
  62. The Effects of Web 2.0 Tools on Foundation English Students` Success Rates at A Private University in Iraq
    Saban Kara · 2023 · International Journal of Social Sciences and Educational Studies
  63. Hemşirelik Eğitimine Değişen ve Gelişen Teknolojilerin Yansımaları
    Duygu Ceren GÜNGÖR, Fatma Orgun, Nilay Özkütük · 2023 · Sağlık akademisyenleri dergisi/Sağlık akademisyenler dergisi
  64. Fuzzy Multicriteria Models for Decision Making in Gamification
    María Carmen Carnero · 2020 · Mathematics
  65. The Effects of Using Kahoot! on Understanding the Concept of Mathematical Symbols in Higher Education
    Molli Wahyuni, Mohammad Fauziddin, Lussy Midani Rizki · 2021 · AL-ISHLAH Jurnal Pendidikan
  66. Accessibility of Kahoot! And Quizizz
    Mirkka Forssell, Lobna Hassan, Markku Turunen · 2023
  67. Does Student Engagement Impact Learning Differently in Face-to-Face and Virtual Accounting Classes?
    Janet A. Meade, Kiran Parthasarathy · 2024 · Issues in Accounting Education
  68. RETRACTED: Poe or Gemini for fostering writing skills in Japanese upper‐intermediate learners: Uncovering the consequences on positive emotions, boredom to write, academic self‐efficacy and writing development
    Qiong Wu, Anfeng Xu · 2025 · British Educational Research Journal · Retracted
  69. Architecture students’ conceptions, experiences, perceptions, and feelings of learning technology use: Phenomenography as an assessment tool
    Jazlin Ebenezer, Jirarat Sitthiworachart, Si Na Kew · 2021 · Education and Information Technologies
  70. The Development, Use, and Evaluation of Digital Games and Quizzes in an Introductory Course on Organic Chemistry for Preservice Chemistry Teachers
    Jolanda Hermanns, David R. Keller · 2022 · Journal of Chemical Education
  71. Digital technologies in history training: the impact on students` academic performance
    Saken Zh. Toktamysov, Suad Abdalkareem Alwaely, Zemfira Vilenovna Gallyamova · 2022 · Education and Information Technologies
  72. Model E-Asesmen Berbasis Aplikasi pada Sekolah Menengah Atas di Era Digital: Systematic Literature Review
    Muhammad Khakim Ashari, Sukijan Athoillah, Moh. Faizin · 2023 · TA DIBUNA Jurnal Pendidikan Agama Islam
  73. Gamifying online learning: An evaluation of Kahoot’s effectiveness in promoting student engagement
    Rosaline Tandiono · 2024 · Education and Information Technologies : Official Journal of the IFIP technical committee on Education
  74. The effect of Kahoot! learning media on learning outcomes of German language students
    Samuel Jusuf Litualy, Henderika Serpara, Eldaa Crystle Wenno · 2022 · Journal of Education and Learning (EduLearn)
  75. Systematic Review and Annotated Bibliography on Teaching in Higher Education Academies (HEAs) via Group Learning to Adapt with COVID-19
    Chiemela Victor Amaechi, Ebube Charles Amaechi, Ugo Pascal Onumonu, Irish Mpho Kgosiemang · 2022 · Education Sciences
  76. A meta-analysis of the effect of Kahoot! on academic achievements and student performance
    Zhonggen Yu · 2021 · Research Square
  77. Student-Centred Approach in Medical Education
    Yasmin Anum Mohd Yusof, Nursiati Mohamad Taridi, Marami Mustapa · 2022 · Advances in Human Biology
  78. Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning: A Quantitative Study Employing Kahoot
    Qi Zhang, Zhonggen Yu · 2022 · Education Research International
  79. Improving college student engagement and motivation in a gamified learning environment: the pilot study in China
    Jing Lv · 2023 · Current Psychology
  80. Technology adoption in a hybrid learning environment: An action research study among university faculty in the UAE
    Rashita Puthiya, Philip John Anderson, C. Fonseca, Lynda Hyland · 2023 · Interactive Learning Environments
  81. Integrating technology in physical classrooms: The impact of game-based response systems on student learning experience
    Anna Priante, Dimitrios Tsekouras · 2025 · Information & Management
  82. Teaching Clinical Skills Online: Techniques, Student Feedback, and Lesson Learned
    Kathleen Eglseder, A. Littleton · 2021 · Journal of Occupational Therapy Education
  83. The effect of Kahoot on undergraduate student anxiety and confidence when studying statistics
    Amanda J. Shaker, Pamela S Hurst, Ellen Ott Marshall · 2021 · MSOR Connections
  84. Percepciones de los estudiantes de posgrado ante la gamificación del aula con Quizizz
    Marta Magadán Díaz, Jesús Israel Rivas García · 2022 · Texto Livre Linguagem e Tecnologia
  85. Comparing the Taiwanese learning effects of Shaking‐On and Kahoot!
    Jon‐Chao Hong, Kai‐Hsin Tai, Wan‐Lun Luo, Yung‐Ji Sher, Yi‐Wen Kao · 2022 · Journal of Computer Assisted Learning
  86. QUIZIZZ ATAU KAHOOT, GAMIFIKASI DALAM PEMBELAJARAN BAHASA INGGRIS
    Rita Karmila Sari, Siti Nurani · 2021 · Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
  87. Kahoot y Quizizz: cuando jugar en equipos marca la diferencia a la hora de motivar a leer noticias de ciencias
    Noëlle Fabre-Mitjans · 2023 · Revista Electrónica Interuniversitaria de Formación del Profesorado
  88. EFL Teachers’ Perceptions of Kahoot as an Online Learning Platform in Promoting Basic English Vocabulary
    Ketlin Melisa Situmorang, Debora Chaterin Simanjuntak · 2023 · Journal of Languages and Language Teaching
  89. How using a response system in blended synchronous seminars encourages online and onsite student participation
    Patricia Díaz, Stefan Hrastinski, Per Norström · 2024 · Education and Information Technologies
  90. An online international pharmacy summer course during the COVID-19 pandemic
    Rory E. Kim, Noam Morningstar-Kywi, Rebecca M. Romero · 2021 · Pharmacy Education
  91. O ensino remoto emergencial no contexto de pandemia da Covid-19: Relatos de uma experiência desafiadora e exitosa numa turma de Licenciatura em Química do IFRN
    Argeu Cavalcante Fernandes · 2021 · Research Society and Development
  92. Evaluation of the impact of gamification on students’ performance and engagement in manufacturing engineering courses
    Rubén Moliner-Heredia, José Vicente Abellán-Nebot · 2023 · International Journal of Mechanical Engineering Education
  93. The Impact of Teaching and Learning Changes During the COVID-19 Pandemic on the Post-Pandemic Era
    Zhuojing Zhang, C. M. Gillespie · 2023 · International Conference on Distance Education and Learning (ICDEL)
  94. STUDENTS’ PERCEPTIONS OF THE IMPLEMENTATION OF KAHOOT! IN ENGLISH LANGUAGE TEACHING
    Laily Mahbubah, Syafi’ul Anam · 2022 · Lingua Scientia
  95. Educaplay as a tool to potentiate English vocabulary retention and learning
    Alba Vargas-Saritama, Verónica Espinoza-Celi · 2024 · European Public & Social Innovation Review
  96. Effects of Kahoot! on K-12 Students’ Mathematics Achievement and Multi-Screen Addiction
    Νικόλαος Πέλλας · 2024 · Multimodal Technologies and Interaction
  97. Nominal group technique application towards design of components and elements of non-digital game framework
    Siti Khadijah Anis, Alias Masek, Muhammad Nurtanto, Nur Kholifah · 2022 · International Journal of Evaluation and Research in Education (IJERE)
  98. As simple as pressing a button? A review of the literature on BigBlueButton
    Chukwuma Ukoha · 2022 · Procedia Computer Science
  99. Paper versus online quizzes: Which is more effective?
    Nese Sevim-Cirak, Omer Faruk Islim · 2022 · Active Learning in Higher Education
  100. The Effect of Game-Based Technology on Students’ Learning Anxiety, Motivation, Engagement and Learning Experience: Case Study Kahoot!
    Ahmed Alsswey, Basim Abbas Ali AlObaydi, Ali Mohammad Ali Alqudah · 2024 · International Journal of Religion