The DOI matches its Crossref record; 140 of the 196 references it cites were found in a registry or an index; 15 of the 82 sources its claims cite were checked for support.
The effect of using Kahoot! for learning – A literature review
Open accessAbstract
Kahoot! is a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular game-based learning platforms, with 70 million monthly active unique users and used by 50% of US K-12 students. Since the platform was released in 2013, many studies have been published on the effect of using Kahoot! in the classroom, but so far, no systematic analysis of the results. This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and students' anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, students' and teachers' attitudes, and students’ anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.
Overview
AI snapshot
Written from the paper’s full text.
TL;DR
This literature review synthesizes 93 studies on Kahoot! and concludes it can positively affect learning performance, classroom dynamics, student/teacher attitudes, and student anxiety, though some studies find little or no effect. It also catalogs challenges such as technical problems, time pressure, fear of losing, and difficulty setting question difficulty.
Key findings
- Across 93 accepted studies, 48 investigated learning outcomes; 70% of studies with statistical significance tests on learning effect found Kahoot! significantly improved final grade or test results compared with other approaches, but exceptions found no significant improvement versus paper quiz, Clicker, SurveyMonkey, PowerPoint, traditional teaching, or Quizizz.
- Examples: an English flipped-classroom experimental group averaged 86.18 vs 77.45 for control (p = .007, large effect); a Purdue final exam averaged 79.56 vs 56.83 (p < .0001, large effect); chemistry final grade improved +38.4% with frequent Kahoot! vs +32.0% with less frequent use; a technology-supported group scored 90% on post-test vs 75% for paper.
- Classroom dynamics: 34 articles described effects, but only 4 included significance tests; most reported improved engagement, interaction, and atmosphere, and no studies reported a negative or neutral effect except reduced positive effect after five months of frequent use (Wang, 2015).
- Student anxiety: 14 articles, 10 reported reduced anxiety; two significance tests showed lower anxiety for Kahoot! vs Socrative (1.871 vs 2.238, p = .014) and lower anxiety vs control in Earth Science; one study reported agitation. Students’ perceptions: 82 articles, mostly positive; teachers: 10 articles, mostly positive.
Methods
- Literature review using the Goal, Question, Metrics approach and PRISMA; search string “Kahoot” in Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus; 1232 articles found, 206 qualified, and 93 accepted after critical appraisal.
- Data extraction and synthesis classified studies by type and nine attributes tied to five research questions: learning performance, classroom dynamics, student anxiety, student perceptions, and teacher perceptions; 38% were experiments, 45% included significance testing, 10% included effect sizes, 86% analyzed quantitative data, and 52% analyzed qualitative data.
- Sample sizes ranged from 5 to 1000 participants, average N = 105; 84% of studies were in higher education and 16% in K-12.
Limitations
- Stated: coverage may be incomplete; paywalled articles were excluded; filtering/rejection may have missed relevant studies; biased selection is possible because 97% of accepted articles present mainly positive results and 8% include challenges/problems; generalization is limited to Kahoot! and K-12/higher education, with no studies found on business training or other contexts.
- Evident from the text: many research questions rest on few statistically significant studies—only 4 classroom-dynamics articles, 2 anxiety articles, and 1 teacher-perception article included significance tests, and only 10% of studies included effect sizes—so several conclusions rely largely on non-significance-tested findings.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
15 of 82 cited sources checked · 5 supported · 0 flagged · accuracy not yet measured
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“The results of the experiment showed that the group using Kahoot!performed significantly better on the post-test (67.39 for Kahoot! and 58.70 for Socrative), which is statistically significant (p ¼ .030).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Partly supportedcites Turan & Meral, 2018 sourceExperimental — accuracy not yet measured
The achievement-results section reports the stated post-test means (67.39 for Kahoot and 58.70 for Socrative) and significant difference (p = .030). The Study Group and Method sections confirm a quasi-experiment with 46 students in Turkey, but they identify the participants as seventh-graders, not eighth-graders. (LLM, conf=0.94)
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passes- Partly supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“At the same time, student anxiety can be decreased through having the option to be anonymous both to fellow students and the teacher through the use of nicknames”
§ The effect of using Kahoot! for learning -A literature review > 4.1. Discussion of the results
What the sources say
- Not checked — no full text of the sourcecites Lee et al., 2019 source
- Not matchedcites Susanti, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Partly supportedcites Turan & Meral, 2018 sourceExperimental — accuracy not yet measured
The Results section reports lower test-anxiety scores for students using the game-based response system than for those using the non-game-based system. The Discussion suggests engagement and other possible explanations, but our copy does not link the reduction to anonymity from classmates or the teacher, or mention nicknames (searched: anonymous, nicknames, anonymity). (LLM, conf=0.87)
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesEvery source the paper cites for this claim was checked and supports it.
In the paper
“students using Kahoot!were significantly more engaged than students using Socrative (Turan & Meral, 2018)”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Supportedcites Turan & Meral, 2018 source
The Study Group and Implementation Process sections identify Kahoot as the game-based system and Socrative as the comparison system. The engagement results section reports significantly higher post-test engagement scores for the Kahoot group (4.130 versus 3.762; p = .028). Page numbers were not available in our copy. (LLM, conf=0.94)
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passes- Supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“Only one study, with 15 pre-service teachers in Biology education in Turkey, included a statistical analysis of the results related to teachers' perception of the use of Kahoot! (Yapıcı & Karakoyun, 2017).”
§ The effect of using Kahoot! for learning -A literature review > 3.6. RQ5: Teachers' perceptions
What the sources say
- Partly supportedcites Yapıcı & Karakoyun, 2017 sourceExperimental — accuracy not yet measured
The Participants section identifies 15 preservice biology teachers, and Data Collection Tools says the study examined their views of Kahoot. But Data Analysis and Findings obtained via the motivation scale show that the Wilcoxon statistical test assessed motivation scores; views were analyzed through qualitative content analysis and reported with frequencies. This paper also cannot establish that it was the only such study. (LLM, conf=0.87)
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passes- Partly supported
Every source the paper cites for this claim was checked and supports it.
In the paper
“In a study comparing the use of the student response system Socrative with Kahoot! among 46 seventh graders in Turkey, it was found that there was a statistically significant difference in the anxiety scores for Kahoot!compared to Socrative (p ¼ .014)(Turan & Meral, 2018).”
§ The effect of using Kahoot! for learning -A literature review > 3.4. RQ3: Student anxiety
What the sources say
- Supportedcites Turan & Meral, 2018 source
The Study Group section identifies 46 seventh-grade students in Turkey, with 23 using Kahoot and 23 using Socrative. Table 6 reports a statistically significant difference in test-anxiety scores between the groups (p = .014), with lower scores in the Kahoot group. Page numbers are not available in our copy. (LLM, conf=0.94)
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passes- Supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“This stage of the game creates a suspension that can increase enjoyment, motivation, and concentration”
§ The effect of using Kahoot! for learning -A literature review > 4.1. Discussion of the results
What the sources say
- Not checked — no full text of the sourcecites Chaiyo & Nokham, 2017 source
- Partly supportedcites Cutri et al., 2016 sourceExperimental — accuracy not yet measured
The paper’s Final considerations report that students found Kahoot fun and that it increased attention and motivation; Best practices in Kahoot use also says short quizzes kept students motivated. But How Kahoot works describes immediate feedback after each question, not suspense created by withholding correct answers until everyone responds. The paper does not link that specific stage to enjoyment, motivation, or concentration. (LLM, conf=0.85)
- Not matchedcites de Sousa, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesThe paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“However, there are also studies where Kahoot! has little or no effect.”
§ The effect of using Kahoot! for learning -A literature review > Abstract
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesThe paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Since the platform was released in 2013, there have been published many studies on the effect of using Kahoot! in the classroom, but so far, there has not been any analysis of the results published by these studies at large.”
§ The effect of using Kahoot! for learning -A literature review > 1. Introduction
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesThe paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
§ The effect of using Kahoot! for learning -A literature review > Abstract
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesA result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“As the figure shows, there has been a noticeable increase in published studies on Kahoot!since the first two published in 2015 (Kahoot! was released to the public in September 2013).”
§ The effect of using Kahoot! for learning -A literature review > 3.1. General results
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passes
- It may state two separate claims as one. 64
- Probably not a substantial claim. 23
- The quote only partly states this claim. 6
Every source the paper cites for this claim was checked and supports it.
In the paper
“The results showed many positive effects for the gamified approach, including improved class attendance, less late arrivals to class, higher downloads of course material, improved classroom dynamics, and higher final grade (61% for gamified vs. 53% for traditional).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Supportedcites Fotaris, Mastoras, Leinfellner, & Rosunally, 2016
Split into 2 atoms — 2 confirmed, 0 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Supported
Every source the paper cites for this claim was checked and supports it.
In the paper
“In one study where Kahoot! was used for teaching Chinese, using Kahoot!had a significant improvement in the competences of reading and speaking, but not for listening nor vocabulary (X.Liu & Wang, 2017).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Supportedcites X.Liu & Wang, 2017
The Procedures section says Kahoot was used daily in the Chinese class. The Results section reports significant pre–post improvements in reading and speaking, but no significant difference in listening or vocabulary. The Discussion clarifies that listening improved numerically, though not significantly. (LLM, conf=0.93)
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“Similarly, a study among 65 Preschool teacher students in Turkey evaluated Kahoot!very positively, including its ability to increase students' interest in the lesson, increase students' motivation, helping students' to understand the lesson better, and that it encourages learners (Bicen & Kocakoyun, 2018).”
§ The effect of using Kahoot! for learning -A literature review > 3.6. RQ5: Teachers' perceptions
What the sources say
- Partly supportedcites Bicen & Kocakoyun, 2018 sourceExperimental — accuracy not yet measured
Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Partly supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“The study showed that teachers' motivation increased significantly after starting to use Kahoot!(p ¼ .001)and that Kahoot!enhanced their teaching, was entertaining, resulted in better teaching, and increased attention and concentration.”
§ The effect of using Kahoot! for learning -A literature review > 3.6. RQ5: Teachers' perceptions
What the sources say
- Partly supportedcites Yapıcı & Karakoyun, 2017 sourceExperimental — accuracy not yet measured
The motivation-scale findings report a significant increase for 15 preservice biology teachers, and Table 3 gives p = .001. The positive-aspects table reports entertainment, attention and concentration. But the section on future use presents more effective teaching as the preservice teachers’ expectation, not a measured improvement in their teaching. (LLM, conf=0.88)
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
- Partly supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“Negative comments were related to persons failing the quiz and lack of technical infrastructure.”
§ The effect of using Kahoot! for learning -A literature review > 3.6. RQ5: Teachers' perceptions
What the sources say
- Partly supportedcites Yapıcı & Karakoyun, 2017 sourceExperimental — accuracy not yet measured
Table 4 (Suggestions; page unavailable) lists failing the quiz and technological insufficiency as the two negative views. The accompanying text and Conclusion and Discussion specify that the latter meant students’ lack of technological skills, not a lack of technical infrastructure. (LLM, conf=0.88)
Strength:plain· not yet calibratedCausal:correlational· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
- Partly supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“The articles on Kahoot and student anxiety that did not include any statistical analysis include findings such as 56% of students following traditional teaching were afraid to ask questions in class compared to 37% for those who played Kahoot! in class (Budiati, 2017); students rated the statements”
§ The effect of using Kahoot! for learning -A literature review > 3.4. RQ3: Student anxiety
What the sources say
- Not checked — no full text of the sourcecites Budiati, 2017
- Partly supportedcites Bicen & Kocakoyun, 2018 sourceExperimental — accuracy not yet measured
Table 3 (section 6) reports a positive rating for the statement that Kahoot builds students’ courage to participate (mean 4.46, SD 0.63). The paper’s Data analysis section (3.5) describes means, standard deviations, frequencies and percentages, rather than inferential tests. I found no result on low stress; the 56% versus 37% comparison is attributed to Budiati (2017) in the citing sentence, not to this paper. (LLM, conf=0.84)
- Partly supportedcites M.Ismail et al., 2018 sourceExperimental — accuracy not yet measured
Section 3.1 reports a rating for the statement that gamification makes learning less stressful. The cited paper does not report reduced fear of asking questions or positive ratings of courage. Moreover, sections 2.2 and 3 explicitly describe descriptive statistical analysis, so it is inaccurate to characterize this paper as having no statistical analysis. The 56% and 37% figures are attributed to Budiati, not this source. (LLM, conf=0.86)
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
Every source the paper cites for this claim was checked and supports it.
In the paper
“The anxiety score for Socrative was 2.238, and for Kahoot! it was 1.871, where a lower value represents less anxiety.”
§ The effect of using Kahoot! for learning -A literature review > 3.4. RQ3: Student anxiety
What the sources say
- Supportedcites Turan & Meral, 2018 source
The study-group passage identifies Kahoot! as the game-based system and Socrative as the non-game-based system. Table 6 reports mean test-anxiety scores of 1.871 and 2.238, respectively, and the test-anxiety results section explicitly describes the lower Kahoot! group score as lower anxiety. (LLM, conf=0.95)
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Supported
The cited sources support only part of this claim — read each source’s verdict below.
In the paper
“Further studies report that students found Kahoot! to be helpful to prepare for the exam (Iwamoto et al., 2017), that Kahoot!increased their interest in learning more about what they had learned and that they told others about it (Budiati, 2017), that the students motivation and confidence increased, and they felt more secure and safe in class (Tsymbal, 2018), and that students felt comfortable”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Not matchedcites Iwamoto et al., 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Not checked — no full text of the sourcecites Budiati, 2017
- Partly supportedcites Tsymbal, 2018 sourceExperimental — accuracy not yet measured
Split into 3 atoms — 0 confirmed, 3 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
- Not matched
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“In the search for literature, four literature reviews where Kahoot! was mentioned were found.”
§ The effect of using Kahoot! for learning -A literature review > 2.2. Related work
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“The results showed that the use of Kahoot! had a significant improvement from pre-to post-test for all topics (p ¼ .001,effect size large), but compared to the traditional approach, the Kahoot!group, performed only significantly better on theoretical topics (p ¼ .0001,effect size small) and not on the more practical topics.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Ranieri, Raffaghelli, & Bruni, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one. The quote only partly states this claim.
- Not matched
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Thirty-four of the articles in our literature review explicitly describe how Kahoot!affects the classroom dynamics, but only four of these contain any analysis for statistical significance.”
§ The effect of using Kahoot! for learning -A literature review > 3.3. RQ2: Classroom dynamics
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
In the paper
“Both groups performed the same on the pre-test, but the technology-supported learning group performed significantly better on the post-test (scored 90%) compared to those who used paper (scored 75%).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Filologiczna, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“A quasi-experiment in the USA with 49 undergrad students investigated the impact on the final grade of learning of lectures with group discussions vs. lectures with Kahoot!where it was found that Kahoot! made a significant impact on the exam score (p ¼ .008)(Iwamoto et al., 2017).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Iwamoto et al., 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“The results showed that the control group got an average score of 46.05, and the experimental group an average score of 63.15 (p ¼ .035).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not checked — no full text of the sourcecites Asmalı, 2018
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“Further, 20% more students passed the exam with less frequent use of Kahoot! than traditional teaching and 29% with frequent use.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Ares, Bernal, Nozal, S anchez, & Bernal, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Not matched
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“However, there are also a few studies where Kahoot! did not result in improved learning.”
- Also stated in: § 5. Conclusions · plain
“However, there are also few studies where Kahoot! did not have a significant positive effect on learning performance.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Also stated in: § 5. Conclusions · plain
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Of the thirty-six studies investigating the learning outcome of only using Kahoot!for teaching, six are in the K-12 context (Primary, Secondary, and High School), while the rest are with university students.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“However, there are some exceptions.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesThe quote only partly states this claim.
In the paper
“A case study from Portugal with 324 university students showed that with Kahoot! the average grade was improved 6.4% compared to traditional teaching, that weaker students improved their grades with 12%, and fewer failed the course (Esteves, Pereira, Veiga, Vasco, & Veiga, 2017).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Esteves, Pereira, Veiga, Vasco, & Veiga, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“The results showed a significant improvement in the final grade from traditional teaching to the use of Kahoot! (both groups), and that the group using Kahoot!frequently improved more (þ38.4%)than the other (þ32.0%).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Ares, Bernal, Nozal, S anchez, & Bernal, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“The results showed that including these Kahoot!sessions had a significant impact on the final examination scores (p ¼ .005).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not checked — no full text of the sourcecites Kinder & Kurz, 2018 source
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one. The quote only partly states this claim.
None of the sources cited for this claim have been checked yet.
In the paper
“Studies also found that Kahoot!positively affected the excitement, engagement, learning experience and efficiency of the students”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“There are only four articles that include statistical significance tests and two that report effect sizes, so more experiments are necessary for a solid conclusion.”
§ The effect of using Kahoot! for learning -A literature review > 3.3. RQ2: Classroom dynamics
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Seventy percent of the articles focusing on student anxiety describe studies that report a reduction of student anxiety from playing Kahoot! in class, but there were only two studies with tests for statistical significance.”
§ The effect of using Kahoot! for learning -A literature review > 3.4. RQ3: Student anxiety
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The challenges or negative issues related to Kahoot! mentioned by teachers in these studies included the challenge of getting the difficulty of questions and answer time right, problems related to network connectivity, scoring based on how quickly the students answer can reduce student reflection and cause some students to guess without thinking, some students can have”
§ The effect of using Kahoot! for learning -A literature review > 3.6. RQ5: Teachers' perceptions
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one. The quote only partly states this claim.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Most of the articles found in our literature review investigate how students perceive the use of Kahoot! in the classroom, and eightytwo articles reported findings from the students' point of view.”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The main challenges reported by students included technical problems such as unreliable internet connections, hard to read questions and answers on projected screen, not being able to change answer after submission, stressful time-pressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given.”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Our literature review found fourteen studies where student anxiety is mentioned, where two tested for statistical significance.”
§ The effect of using Kahoot! for learning -A literature review > 3.4. RQ3: Student anxiety
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The challenges mentioned by most articles were unreliable and slow internet connections.”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“However, several articles were left out because they were behind a paywall where most of them were published in the proceedings for the International Conference on Technology, Education and Development (INTED).”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The main challenges reported include technical challenges, hard to read questions and answers on a projected screen, time pressure, afraid of losing, and hard to catch up if an incorrect answer had been given.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Fourteen articles were found that contain results related to student anxiety, and ten articles reported that Kahoot!reduced student anxiety related to asking questions, reduce stress and tension, encourages participation without being judged, add humor to class, and enables shy students to get involved.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Two studies showed a statistically significant reduction of student anxiety, and one study reported that Kahoot! could produce agitation.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Reviews | 22 (11%) | Reviews or comparisons from a single person”
§ The effect of using Kahoot! for learning -A literature review > Appendix D. Uses of a Game-based Student Response System
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“Our literature review shows that there have been conducted several experiments on the learning effect of using Kahoot!but there is still room for empirical studies, especially on classroom dynamics, student anxiety, and perceptions of students and teachers.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“This article has presented a literature review on the effect of using Kahoot!for learning, where 93 studies were included.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Of the accepted articles, 97% present mainly positive results related to Kahoot! and 8% include challenges and problems.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Rejected studies | 44 (21%) | Lack of description, analysis, no explicit presentation of results, too limited scope, invalid results due to research design or”
- Also stated in: § Appendix D. Uses of a Game-based Student Response System · plain
“execution, conclusions not based on data or analysis”
§ The effect of using Kahoot! for learning -A literature review > Appendix D. Uses of a Game-based Student Response System
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesThe quote only partly states this claim.
- Also stated in: § Appendix D. Uses of a Game-based Student Response System · plain
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Positive findings include higher motivation of teachers, ease of use, a motivating tool, support teachers' instructive work in class, can assess students' knowledge in real-time, increases student motivation, stimulate students to speak their point of view in class, can wake up students, increase class participation, and reduce teacher's workload.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“Several studies reported the importance for students to be anonymous, which can result in reduced stress and a safer environment to fail”
§ The effect of using Kahoot! for learning -A literature review > 4.1. Discussion of the results
Strength:plain· not yet calibratedCausal:conditional· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The main challenges were found to be technical issues and challenges, get the questions and answers right and scoring based on timing.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Presentations | 14 (7%) | Only presentation and not a study”
§ The effect of using Kahoot! for learning -A literature review > Appendix D. Uses of a Game-based Student Response System
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The literature review included four studies that reported statistically significant results related to classroom dynamics, where one showed that the effect on classroom dynamics was reduced from first-time use to after frequent use over five months.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A result the paper reports from its own data — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Total | 1232 | 206”
§ The effect of using Kahoot! for learning -A literature review > Appendix D. Uses of a Game-based Student Response System
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
None of the sources cited for this claim have been checked yet.
In the paper
“One challenge mentioned by four articles was stressful time-pressure for giving answers and the tendency that some students simply guessed the answer in order to try to get a high score”
§ The effect of using Kahoot! for learning -A literature review > 4.1. Discussion of the results
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“The main difference between all the systems mentioned above is that Kahoot!focuses more on engagement through a competitive gaming experience.”
§ The effect of using Kahoot! for learning -A literature review > 2.2. Related work
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
In the paper
“Boredom in a computer learning environment can cause inferior learning and problem behavior (Baker, D'Mello, Rodrigo, & Graesser, 2010).”
§ The effect of using Kahoot! for learning -A literature review > 1. Introduction
What the sources say
- Not checked — no full text of the sourcecites Baker, D'Mello, Rodrigo, & Graesser, 2010 source
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
A claim is checked only against the cited paper’s full text, never its abstract, and none is available for its sources.
In the paper
“Experiments with the early prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities (Wang, Øfsdal, & Mørch-Storstein, 2008;Wu, Wang, Børresen, & Tidemann, 2011).”
§ The effect of using Kahoot! for learning -A literature review > 2.1. Kahoot! -A game-based student response system
What the sources say
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“Further, there is extensive evidence that student engagement in lectures improves understanding and academic results (Prince, 2004).”
§ The effect of using Kahoot! for learning -A literature review > 1. Introduction
What the sources say
- Not checked — no full text of the sourcecites Prince, 2004 source
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“Games can be beneficial for academic achievement, motivation, and classroom dynamics (Sharples, 2000).”
§ The effect of using Kahoot! for learning -A literature review > 1. Introduction
What the sources say
- Not checked — no full text of the sourcecites Sharples, 2000 source
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
In the paper
“Some teachers are afraid that the competitive gaming elements in Kahoot! will create anxiety for the students that will ruin their motivation to learn (Zarzycka-Piskorz, 2016).”
§ The effect of using Kahoot! for learning -A literature review > 2.3. Research goal, questions and approach
What the sources say
- Not checked — no full text of the sourcecites Zarzycka-Piskorz, 2016
Load-bearingStrength:plain· not yet calibratedTests✗ Asserted: fails✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. The authors may not put it forward as true.
In the paper
“Lack of motivation can result in a reduction of learning outcomes and a negative atmosphere in the classroom (O.L. Liu, Bridgeman, & Adler, 2012).”
§ The effect of using Kahoot! for learning -A literature review > 1. Introduction
What the sources say
- Not checked — no full text of the sourcecites O.L. Liu, Bridgeman, & Adler, 2012 source
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“The identified feedback practices not fully supported in Kahoot! were 1) Ability to assist in clarifying what good performance is; 2) Ability to deliver high-quality information to students about their learning; and 3) Ability to encourage teacher and peer dialogue around learning.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Omar, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“Finally, there is a pilot study from South Korea with 51 university students that found that Kahoot!improves vocabulary retention while fostering a positive learning environment and a meaningful learning experience (Taylor & Reynolds, 2018).”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Taylor & Reynolds, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“The results showed that the use of audio and music in Kahoot! had a significant positive impact on classroom dynamics, which resulted in an improved atmosphere for oral questions and discussions in class.”
§ The effect of using Kahoot! for learning -A literature review > 3.3. RQ2: Classroom dynamics
What the sources say
- Not matchedcites Wang & Lieberoth, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one. The quote only partly states this claim.
- Not matched
None of the sources cited for this claim could be matched to a paper in Crossref, so there is nothing to check it against.
In the paper
“The main finding was that the learner as leader strategy contributed to enhancing discussions in groups, especially for the leading group, and benefited those who acted as leaders.”
§ The effect of using Kahoot! for learning -A literature review > 3.2. RQ1: Learning effect of using kahoot!
What the sources say
- Not matchedcites Y.-H.Wang, 2017a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Not matchedcites Y.-H.Wang, 2017b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
- Not matched
In the paper
“One study comparing using a paper quiz, a Clicker student response system and Kahoot! for reviewing knowledge, revealed significant improvement in motivation (small effect size), engagement (medium effect size), enjoyment (small effect size), and concentration (medium effect size) for the gamified approach, but not significant learning improvement (Wang et al., 2016).”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Not checked — no full text of the sourcecites Wang et al., 2016
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
In the paper
“in a comparison of Clicker and Kahoot!-the engagement was significantly better with Kahoot! and answering carefully was significantly better with Clicker (Jones, Harden, Rassias, & Abourashchi, 2018)”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Not checked — no full text of the sourcecites Jones et al., 2018
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
In the paper
“One result from these articles shows that playing Kahoot!frequently over five months did not affect the students' engagement, motivation, concentration, and perceived learning negatively compared to the first time it was played, but the classroom dynamics were affected (Wang, 2015).”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Not checked — no full text of the sourcecites Wang, 2015 source
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
The paper states this without a source or data behind it here, so there is nothing to check it against. The quote shows it is in the paper.
In the paper
“In a survey, using Likert's scale among 149 secondary education teachers in Greece who were introduced to Kahoot! the most positive findings were that Kahoot! was easy to use (4.81 of 5), it was a motivating tool for learning (4.63 of 5), support teachers' instructive work in class (4.01 of 5), assess students' knowledge (4.64 of 5), and is an exciting tool for teaching (4.45 of 5).”
§ The effect of using Kahoot! for learning -A literature review > 3.6. RQ5: Teachers' perceptions
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The studies above show that for the majority of studies, Kahoot! had a significant positive effect on motivation, concentration, perceived learningbut not for all studies.”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“Another study found that the use of audio and points in Kahoot!significantly affects (large effect size) the students' concentration, engagement, enjoyment, motivation, perceived learning, and classroom dynamics and that using Kahoot!without points and audio gave the worst result (Wang & Lieberoth, 2016).”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Not matchedcites Wang & Lieberoth, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
- Not matched
In the paper
“and Kahoot! had a more positive impact on students' engagement than Quizizzbut not significant (G€ oksün & Gürsoy, 2019).”
§ The effect of using Kahoot! for learning -A literature review > 3.5. RQ4: Students' perceptions
What the sources say
- Not checked — no full text of the sourcecites Göksün & Gürsoy, 2019 source
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“Both involved in the critical appraisal process agreed on what articles to reject, although the reasoning for rejecting the two articles was different.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“However, the thirty-three other papers all reported on improved classroom dynamics from using Kahoot! in the classroom, including the improved teacher-student interaction and student-student interaction, more favorable to actively participate in class, improved classroom atmosphere, and easier to answer questions in class.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“To our knowledge, all of the rejected articles failed to meet these requirements, and lacked a description of the research context, lacked a description of results, analysis of data, having conclusions not based on data, or had significant flaws in set-up or execution of the study.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Strength:hedged· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes? Load-bearing: unclear✓ Based: passesIt may state two separate claims as one.
In the paper
“The literature review presented in this article was carried out according to the review method presented in (Dybå & Dingsøyr, 2008) to ensure maximum literature coverage, include all relevant studies and collect and synthesize the data from these studies in a meaningful way.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
What the sources say
- Not checked — no full text of the sourcecites Dybå & Dingsøyr, 2008 source
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The main conclusion is that students have a very positive perception of the use of Kahoot! in learning, and these results include a positive effect on motivation, engagement, concentration, perceived learning, attention, enjoyment, satisfaction, and confidence.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“It was found that Kahoot! had a positive effect on learning both for K-12 and higher education, as well as for language learning, technical and engineering fields, science, math, business, and nursing.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“In our case, the search string was simple, and should not be a source for leaving out articles.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✗ Based: failsProbably not a substantial claim. The paper’s conclusions may not depend on it. The paper may give no reason why it holds. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“Finally, the generalization of the results of this review is limited to Kahoot! and not to game-based learning or any GSRS in general, and for the context of K-12 and higher education.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
In the paper
“This process requires students to think critically (Bryant et al., 2018).”
§ The effect of using Kahoot! for learning -A literature review > Appendix D. Uses of a Game-based Student Response System
What the sources say
- Not checked — no full text of the sourcecites Bryant et al., 2018 source
Strength:plain· not yet calibratedCausal:direct· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“The filter used was to check if the articles described a study, and then articles with studies were checked for relevance (scope), rigor, and credibility.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Load-bearingStrength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesProbably not a substantial claim. It may state two separate claims as one.
A conclusion the paper draws from its own results — it cites no other source for it, so there is none to check. The quote shows it is in the paper.
In the paper
“The main conclusion of our literature review is that Kahoot! has a positive effect on learning, but there are challenges and room for improvement.”
§ The effect of using Kahoot! for learning -A literature review > 5. Conclusions
Tests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✓ Based: passesIt may state two separate claims as one.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“This process was carried out independently by the two authors of this article.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Strength:plain· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✗ Load-bearing: fails✓ Based: passesProbably not a substantial claim. The paper’s conclusions may not depend on it.
What the paper did — it cites no source for this, so there is none to check. The quote shows it is in the paper.
In the paper
“There might be some studies we did not find in our literature search, but we believe the by searching Google Scholar, Science Direct, Wiley InterScience, Web of Science, and Scopus, the coverage should be satisfactory.”
§ The effect of using Kahoot! for learning -A literature review > 4.2. Threats to validity
Load-bearingStrength:hedged· not yet calibratedTests✓ Asserted: passes✓ Checkable: passes✓ Load-bearing: passes✗ Based: failsProbably not a substantial claim. The paper may give no reason why it holds.
The paper relies on this without support.
Most teachers acknowledge that it is a challenge to keep students' motivation, engagement, and concentration over time in a lecture.
“Most teachers acknowledge that it is a challenge to keep the students' motivation, engagement, and concentration over time in a lecture.”
The paper relies on this without support.
This challenge is usually even a bigger problem in higher education with big classes with little interaction.
“This challenge is usually even a bigger problem in higher education with big classes with little interaction.”
The paper relies on this without support.
This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.
“This issue has been identified by Kahoot! staff as one of the main barriers for many to start using the tool.”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Rejected-article count is 20 too high
MajorOf 206 articles, 93 were accepted, leaving 113 rejected, not 133. The rejection categories in Table 2 also sum to 113.
Reported 133 · recomputed 113
“Of the 133 rejected articles, four reported mainly negative results and the remaining neutral or positive results.”
Same study describes pupils as both eighth- and seventh-graders
MinorThe two descriptions cite Turan and Meral (2018) and give incompatible grades for its 46 pupils.
“A quasi-experiment in Turkey with 46 eight-graders tested the learning effect of using two different student response systems (Turan & Meral, 2018).”
“In a study comparing the use of the student response system Socrative with Kahoot! among 46 seventh graders in Turkey, it was found that there was a statistically significant difference in the anxiety scores for Kahoot!compared to Socrative (p ¼ .014)(Turan & Meral, 2018).”
Citations
Cites
Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement
Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & The PRISMA Group (2009) · PLoS Medicine · doi:10.1371/journal.pmed.1000097 · Cited by 64,042
Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement.
(2009) · PubMed Central · Cited by 44,859
Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement
Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & the PRISMA Group* (2009) · Annals of Internal Medicine · doi:10.7326/0003-4819-151-4-200908180-00135 · Cited by 37,554
A typology of reviews: an analysis of 14 review types and associated methodologies
Grant, M. J., & Booth, A. (2009) · Health Information & Libraries Journal · doi:10.1111/j.1471-1842.2009.00848.x · Cited by 10,817
Does Active Learning Work? A Review of the Research
Prince, M. (2004) · Journal of Engineering Education · doi:10.1002/j.2168-9830.2004.tb00809.x · Cited by 7,334 · cited 1×
“Further, there is extensive evidence that student engagement in lectures improves understanding and academic results (Prince, 2004).”
BackgroundWhat Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735
Empirical studies of agile software development: A systematic review
Dybå, T., & Dingsøyr, T. (2008) · Information and Software Technology · doi:10.1016/j.infsof.2008.01.006 · Cited by 2,668
Toward a Theory of Intrinsically Motivating Instruction*
Malone, T. W. (1981) · Cognitive Science · doi:10.1207/s15516709cog0504_2 · Cited by 2,197
Sweetser (2005) · doi:10.1145/1077246.1077253 · Cited by 2,124 · cited 3×
“A crucial part of Kahoot! is the social interaction (Sweetser & Wyeth, 2005) that both take place in a digital game as well as in a classroom.”
Background
Flagged first, then by citations
56 of the 196 references couldn’t be matched to a known paper.
Research works printed but not linked: 13
- Chotimah, 2018, Kahoot as the alternative media in teaching reading, Proceeding Icon-ELite, 1, 167
- Coca, 2013, Software socrative and smartphones as tools for implementation of basic processes of active physics learning in classroom: An initial feasibility study with prospective teachers, European Journal of Physics Education, 4
- Dellos, 2015, Kahoot! A digital game resource for learning, International Journal of Instructional Technology and Distance Learning, 12, 49
- Filologiczna, 2016, Effects of modern technologies on teaching English vocabulary to primary school learners, CER Comparative European Research, 155
- Iona, 2017, Kahoot! The School Librarian, 65, 84
- Johns, 2015, Engaging and assessing students with technology, A Review of Kahoot! Delta Kappa Gamma Bulletin, 81, 89
- King, 2017, Using Kahoot! Australian Mathematics Teacher, 73, 35
- Licorish, S. A., George, J. L., Owen, H. E., & Daniel, B. “Go kahoot!” enriching classroom engagement, motivation and learning experience with games. In International conference on computers in education.
- Lunden, 2018, Vol. 2019
- Murray, 1991, Effective teaching behaviors in the college classroom, Higher Education: Handbook of Theory and Research, 7, 135
- Omar, 2017, The effectiveness of kahoot application towards students' good feedback practice, PEOPLE: International Journal of Social Sciences, 3
- Tan Ai Lin, 2018, Kahoot! It: Gamification in higher education, Pertanika Journal of Social Sciences & Humanities, 26
- Vick, 2019, Vol. 2019
Cited by
Sorted by citations
Items 201–300 of 877
Chen, L., Liu, L., & Tretheway, P. (2021) · Computers in the Schools · doi:10.1080/07380569.2021.1989220 · Cited by 10
“In a literature review of 93 articles, Wang and Tahir (2020) concluded that Kahoot! had a positive effect on learning performance, classroom dynamics, student anxiety, and the attitudes of students and teachers.”
BackgroundCreative Arabic Learning Based On Quizizz: Model And Impact
A’yuni, Q., Hilmi, D., Benedik, S. L., & Ahmed, B. M. B. (2022) · An-Nabighoh Jurnal Pendidikan dan Pembelajaran Bahasa Arab · doi:10.32332/an-nabighoh.v24i1.4537 · Cited by 8
Morra, C. N., Fultz, R., & Raut, S. A. (2022) · Journal of Microbiology and Biology Education · doi:10.1128/jmbe.00143-22 · Cited by 15
“For example, for effective use of audience response tools, it is critical that IAs receive training on how to design clear and appropriate questions (42).”
BackgroundRamos, B., dos Santos, M. T., Vianna, A. D. S., et al. (2023) · Education for Chemical Engineers · doi:10.1016/j.ece.2023.04.003 · Cited by 9
Students´ Perception of Real-Time Quiz Kahoot! As a Review Tool in Higher Education: A Case of Study
Poblaciones, M. J., White, T. G., & Marı́n, C. (2021) · International Journal of Engineering Pedagogy (iJEP) · doi:10.3991/ijep.v11i4.21359 · Cited by 9
“Regarding the positive results, which highlight the increase in motivational outcomes [12-14], other studies, such as [15-17], have pointed out an improvement in classroom dynamics, an increase in the enjoyability of lectures, the opportunity for guided thinking and review, etc.”
BackgroundResultUnderstanding gamification experiences with the benefits dependency network lens
McHenry, W. K., & Makarius, E. E. (2023) · Computers and Education Open · doi:10.1016/j.caeo.2023.100123 · Cited by 8
Akarsu, Z., & Yılmaz, M. (2020) · Journal of Software Evolution and Process · doi:10.1002/smr.2277 · Cited by 8
García‐López, E., & García‐Cabot, A. (2022) · Computer Applications in Engineering Education · doi:10.1002/cae.22512 · Cited by 9
“Finally, as the exhaustive literature review by Wang and Tahir [36] pointed out, 88% of Kahoot related papers dealt with the study of students' perception of the tool, while only 39% of articles addressed a study of academic performance, mainly by comparing pre‐and posttests, or final exams.”
MethodHoliuk, O., Kruty, K., Деснова, І., Блашкова, О., & Korylchuk, N. (2022) · Journal of Curriculum and Teaching · doi:10.5430/jct.v11n4p108 · Cited by 8
“It is one of the most popular gaming learning platforms with 70 million monthly active unique users (Wang & Tahir, 2020).”
BackgroundGuzzo, T., Caschera, M. C., Ferri, F., & Grifoni, P. (2023) · Sustainability · doi:10.3390/su15021426 · Cited by 12
Strategic Information Systems Planning for Higher Education in Uganda
Lynn, N. D., & Emanuel, A. W. R. (2021) · IOP Conference Series Materials Science and Engineering · doi:10.1088/1757-899x/1096/1/012015 · Cited by 8
“An example of such technologies is learning using Kahoot and quizzes [11], [12], [13].”
MethodTzafilkou, K., Perifanou, M. A., & Economides, A. A. (2022) · Journal of Information Technology Education Research · doi:10.28945/4918 · Cited by 8
“Training is also needed to introduce tools and methodologies that increase the students’ engagement and the sense of joy both for teachers and students, like for instance teaching videos (Harrison, 2020), game-based learning (Hernández-Ramos & Belmonte; Wang & Tahir, 2020), and more.”
BackgroundKahoot!, Plickers And Socrative: ICT resources to assess musical content in Primary Education
Mancha, U. D. C.-L., & García, N. J. L. (2022) · Apertura · doi:10.32870/ap.v14n1.2134 · Cited by 8
Learner Engagement in Using Kahoot! within a University English Proficiency Course
Husin, M. Z. M., & Azmuddin, R. A. (2022) · Educational Process International Journal · doi:10.22521/edupij.2022.112.9 · Cited by 8
“In addition, Wang and Tahir (2020) stated that 33 studies have been conducted in which it was claimed that Kahoot!”
BackgroundInfluentialGamification to Improve Participation in an Environmental Science Course: An Educator’s Reflection
Tang, K. H. D. (2023) · Acta Pedagogia Asiana · doi:10.53623/apga.v2i2.192 · Cited by 8
Professor's perception of the use of digital skills and gamification in a Peruvian university
Núñez-Pacheco, R., Barreda-Parra, A., Castro-Gutiérrez, E., et al. (2023) · Journal of Technology and Science Education · doi:10.3926/jotse.1737 · Cited by 8
“Along the same lines, Wang and Tahir (2020) present the results of a literature review on the effect of the use of Kahoot! on learning.”
BackgroundMichinov, N., & Hutain, J. (2023) · Active Learning in Higher Education · doi:10.1177/14697874231176987 · Cited by 8
“…effects of multitasking on students learning and academic behaviors have been published, and the deleterious impact of multitasking has been observed on a large diversity of academic outcomes (Chen and Yan, 2016; Jamet et al., 2020; May and Elder, 2018; Wang and Tahir, 2020; Zhou and Deng, 2022).”
Investigating the Effects of Gamification and Ludicization on Learning Achievement and Motivation
Zhang, Q. (2023) · International Journal of Technology-Enhanced Education · doi:10.4018/ijtee.326127 · Cited by 12
“Accompanied with attractive images and dynamic background, Kahoot! questions include multiple-choice questions, true-or-false questions, open-ended questions, polls, and word clouds (Wang & Tahir, 2020).”
BackgroundAkbay, T., Sevim-Cirak, N., & Erol, O. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2228526 · Cited by 11
“The study of Wang and Tahir (2020) is more recent, but it did not provide concrete evidence regarding the effectiveness of SRS on learning because of two reasons.”
InfluentialHu, Y. (2023) · Innovations in Education and Teaching International · doi:10.1080/14703297.2023.2250757 · Cited by 8
“Given this context, some game-based student response systems, like Kahoot!, were developed to draw students’ attention, improve engagement, foster enjoyment, and enhance academic achievements (Licorish et al., 2018; Wang & Tahir, 2020; Yu, 2021).”
Pham, A. T., & Nguyen, T. B. (2024) · TEM Journal · doi:10.18421/tem131-29 · Cited by 11
Pérez-Juárez, M. A., Aguiar-Pérez, J. M., Alonso-Felipe, M., Del-Pozo-Velázquez, J., Rozada-Raneros, S., & Barrio-Conde, M. (2021) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-7998-8089-9.ch010 · Cited by 8
Abbas, R., Sebastián, A., & Kindelán, J. C. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-13048-5 · Cited by 9
“, a positive effect has been proven not only on learning performance but also in classroom dynamics, attuites, and students’ anxiety (Wang & Tahir, 2020).”
Kahoot! as a tool to enhance learning for engineering students in economics & management courses
Navarro-Castillo, Y. M., Pablo-Lerchundi, I., & Morales‐Alonso, G. (2025) · The International Journal of Management Education · doi:10.1016/j.ijme.2025.101173 · Cited by 7
Gamified learning in grammar lessons: EFL students' perceptions of Kahoot! and Quizizz
Pham, A. T., Thai, C. T. H., & Nguyen, T. V. (2025) · Acta Psychologica · doi:10.1016/j.actpsy.2025.105436 · Cited by 26
Implementing Kahoot! for Japanese Language Learning in Indonesian High School
Adnyani, K. E. K., Adnyana, I. W., Murniasih, N. N., & Suwastini, N. K. A. (2022) · Journal of Education Technology · doi:10.23887/jet.v6i2.46102 · Cited by 7
“This finding is consistent with study who found that technical issues such as inconsistent internet connections are among the most common concerns identified by students (Wang & Tahir, 2020).”
BackgroundResultHossain, M. K., & Younus, M. A. A. (2024) · Journal of Critical Studies in language and literature · doi:10.46809/jcsll.v5i1.251 · Cited by 7
“Wang and Tahir's (2020) literature review, covering 93 studies, concludes that Kahoot! generally has a positive impact on learning outcomes, classroom interactions, and student and teacher perceptions.”
BackgroundGamification in physiotherapy and rehabilitation education: a narrative review
Dereli, M., & Kahraman, T. (2024) · Bulletin of Faculty of Physical Therapy · doi:10.1186/s43161-023-00168-1 · Cited by 14
“2 The four basic rooms in educational escape rooms and their general characteristics anxiety [63].”
BackgroundPașcu, M. (2024) · Cogent Education · doi:10.1080/2331186x.2024.2352320 · Cited by 27
“This method increases student motivation, engagement and improved performance (Wang, 2015; Wang & Tahir, 2020).”
von Gillern, S., Olsen, A. A., Nash, B. L., & Stufft, C. J. (2024) · Computers & Education · doi:10.1016/j.compedu.2024.105155 · Cited by 7
A systematic review on learning outcomes of pharmacovigilance issues: Undergraduates of pharmacy
Pires, C. M. B. F. (2021) · International Journal of Educational Research · doi:10.1016/j.ijer.2021.101845 · Cited by 7
Educational Pyramids Aligned: Bloom's Taxonomy, the DigCompEdu Framework and Instructional Designs
Kloos, C. D., & Alario‐Hoyos, C. (2021) · World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC) · doi:10.1109/weef/gedc53299.2021.9657335 · Cited by 13
“Another alternative is the introduction of short exercises and/or polls during the lecture [14] so that the teacher could verify if the concept explained has been understood by the learners and, if not, explain it over again in a different manner.”
Ilhami, R., Wargadinata, W., Hasan, N., et al. (2022) · Al-Ta rib Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab IAIN Palangka Raya · doi:10.23971/altarib.v10i1.3787 · Cited by 7
“At this time, we can easily find educational platform applications that can support technology-based learning processes, such as Kahoot and Quizizz (Licorish et al., 2018; Orhan Göksün & Gürsoy, 2019; Wang & Tahir, 2020).”
BackgroundNursing Students’ Preferences for Learning Medical and Bioscience Subjects: A Qualitative Study
Kyte, L., Lindaas, I., Dahl, H., Valaker, I., Kleiven, O. T., & Sægrov, S. (2023) · Nursing Reports · doi:10.3390/nursrep13020055 · Cited by 7
“A large meta-analysis showed that “Kahoot!” has a positive effect on students’ motivation and learning, and improves teacher-student interaction [26].”
BackgroundAlan eğitiminde Web 2.0 uygulamalarının coğrafya dersi bağlamında değerlendirilmesi
Yıldırım, S. (2023) · lnternational Journal of Geography and Geography Education · doi:10.32003/igge.1300037 · Cited by 9
Rodríguez, L. R. (2023) · Lecture notes in networks and systems · doi:10.1007/978-3-031-41226-4_21 · Cited by 8
Deep Learning for Enhanced Education Quality: Assessing Student Engagement and Emotional States
Gazawy, Q., Buyrukoğlu, S., & Akbaş, A. (2023) · Innovations in Intelligent Systems and Applications Conference (ASYU) · doi:10.1109/asyu58738.2023.10296748 · Cited by 10
“Advancements in technology have also paved the way for the development of systems that assess and enhance student engagement in the classroom using modern tools [11,12,13].”
BackgroundA Multi Criteria Decision Making approach to integrate Gamification in Education
Srimathi, S., & Anitha, D. (2024) · Journal of Engineering Education/Journal of engineering education transformations/Journal of engineering education transformation · doi:10.16920/jeet/2024/v37is2/24049 · Cited by 9
Mut, N. A. I. C., Zain, N. M., & Mohd, M. I. (2020) · International Conference on e-Learning (econf) · doi:10.1109/econf51404.2020.9385506 · Cited by 7
“This can be done by using Kahoot!, Quizzizz and Knowingo [56]-[57].”
MethodStudents' Perceptions in Using the Kahoot! Game on Reading Comprehension Learning
Rochimah, H., & Muslim, S. (2021) · AL-ISHLAH Jurnal Pendidikan · doi:10.35445/alishlah.v13i3.1115 · Cited by 14
Pop, M.-D., Pugna, A. P., Creţu, V.-I., & Potra, S. (2022) · Sustainability · doi:10.3390/su142114241 · Cited by 7
Pelaksanaan Pembelajaran Inovatif melalui Metode Flipped Learning
Hadijah, S., & Shalawati, S. (2021) · Community Education Engagement Journal · doi:10.25299/ceej.v2i2.6641 · Cited by 7
“…sebuah aplikasi pembelajaran yang berbasis game yang efektif untuk meningkatkan hasil belajar peserta didik, (Pede, 2017;Licorish et al., 2018; Wang & Tahir, 2020). c. Communication Platforms (Zoom/GoogleMeet) Zoom/Google Meet merupakan beberapa contoh aplikasi yang sangat sering…”
BackgroundAndrés, A. I., Petrón, M. J., Carrapiso, A. I., Morales, S., & Timón, M. L. (2023) · International Journal of Engineering Pedagogy (iJEP) · doi:10.3991/ijep.v13i4.36971 · Cited by 6
Shihri, H. B. S. G. A., Mahfoodh, O. H. A., & Khan, A. B. B. M. A. (2025) · Cogent Education · doi:10.1080/2331186x.2025.2473229 · Cited by 6
“It allows educators to create quizzes, surveys, and polls that learners can participate in using their smartphones (Licorish et al., 2018; Wang & Tahir, 2020).”
Video games and Kahoot! as cognitive gamifiers in compulsory social isolation
Holguin-Alvarez, J., Taxa, F. D. O. S., Tortora, E., et al. (2020) · International Journal of Advanced Trends in Computer Science and Engineering · doi:10.30534/ijatcse/2020/245952020 · Cited by 6
Castro, V. D. S., & Oliveira, S. R. B. (2022) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie56618.2022.9962616 · Cited by 6
“In the specialized literature, the author of the work [2] presented a literature review on the Kahoot! tool.”
BackgroundCuschieri, S., & Narnaware, Y. (2023) · Anatomical Sciences Education · doi:10.1002/ase.2307 · Cited by 7
Fetaji, M. (2023) · SAR Journal - Science and Research · doi:10.18421/sar63-06 · Cited by 7
Students’ Perception of Game-Based Learning Using Kahoot! In Learning English
Rahmadani, F. G., Saman, T. N., & Bahing (2024) · EBONY Journal of English Language Teaching Linguistics and Literature · doi:10.37304/ebony.v4i1.12442 · Cited by 19
Effect of gamification applications on success of dentistry students
DENİZ, H. A., Balkan, E. P., İncebeyaz, B., & Kamburoğlu, K. (2024) · World Journal of Methodology · doi:10.5662/wjm.v15.i1.97374 · Cited by 7
Implementing the service-learning methodology in nursing education: A case study
Pérez‐Baena, M. J., Pérez, F. J. C., & Holgado-Madruga, M. (2024) · Nurse Education Today · doi:10.1016/j.nedt.2024.106449 · Cited by 6
Kudubeş, A. A. (2025) · Nurse Education in Practice · doi:10.1016/j.nepr.2025.104265 · Cited by 6
Sugiarto, S., Souhoka, R., Wattimury, I., et al. (2025) · Jurnal Masyarakat Madani Indonesia · doi:10.59025/exk4dz55 · Cited by 6
“Kedua aplikasi ini dipilih karena bersifat sederhana, mudah digunakan [3][4], dan mampu menghadirkan suasana belajar yang menyenangkan [5][6].”
Timoshenko, K., Hansen, O. B., Madsen, D. Ø., & Stenheim, T. (2021) · Education Sciences · doi:10.3390/educsci11050232 · Cited by 6
“Next, the use of Kahoot, a game-based learning platform that has been shown to improve learning [36], is highly recommended as it provides an exciting and accessible way to assess students’ prior knowledge early in the semester.”
MethodWISE game: wireless interactive software educational game
Ruiz, M. F. L., Esclada, R. I., Balderama, J. H., Aguirre, A. A. I., Cutin, M. N. I., & Lozada, R. M. (2021) · Indonesian Journal of Electrical Engineering and Computer Science · doi:10.11591/ijeecs.v23.i3.pp1357-1365 · Cited by 7
Ramaila, S. M., & Mpinga, N. P. (2022) · International Journal of Higher Education · doi:10.5430/ijhe.v11n7p71 · Cited by 6
“Kahoot can develop metacognitive abilities and teamwork and allows teachers to check the understanding of learners (Licorish et al., 2018; Lin et al., 2018; Wang & Tahir, 2020).”
BackgroundPendampingan Pemanfaatan Gamifikasi untuk Pendidikan di Masa Depan
Mambang, M., Prastya, S. E., Zulfadhilah, M., et al. (2022) · Jumat Informatika Jurnal Pengabdian Masyarakat · doi:10.32764/abdimas_if.v3i1.2439 · Cited by 6
Kahoot© como estratégia de aprendizagem no ensino de ciências morfofuncionais
Côrtes, M. A., de Carvalho, E. D. F. G., Silva, R. S. E., Valentim, F. C. V., Cerqueira, G. S., & Alves, R. D. S. (2022) · Revista de Ciências Médicas e Biológicas · doi:10.9771/cmbio.v21i2.49212 · Cited by 6
Letchumanan, M., Husain, S. K. S., Ayub, A. F. M., Kamaruddin, R., & Zulkifli, N. N. (2022) · Malaysian Journal of Mathematical Sciences · doi:10.47836/mjms.16.4.08 · Cited by 6
Pașcu, M., Petculescu, D.-C., & Pătru-Stupariu, I. (2023) · Education Sciences · doi:10.3390/educsci13020193 · Cited by 10
Audience Engagement Techniques in Oral Presentations
Usera, D. (2023) · Business and Professional Communication Quarterly · doi:10.1177/23294906231190575 · Cited by 6
“More technologically advanced polling can involve using Kahoot! where participants can use their phones to show polling results on the projector in real time (Wang & Tahir, 2020).”
APLIKASI KAHOOT SEBAGAI MEDIA PENILAIAN KOGNITIF BERBASIS HOTS DI SEKOLAH DASAR
Salfadilah, F., Prastowo, A., & Wibowo, Y. R. (2023) · JRPD (Jurnal Riset Pendidikan Dasar) · doi:10.26618/jrpd.v6i1.9791 · Cited by 6
“Aplikasi kahoot ini selain dapat membantu pendidik dalam melakukan proses penilaian terhadap peserta didik, juga dalam pengaplikasian game pada kahoot ini dapat menciptakan keaktifan peserta didik dalam menjawab pertanyaan (Wang & Tahir, 2020).”
BackgroundEl juego como herramienta de aprendizaje en educación superior
Ormazábal, V., Montes, L. H., & Zuñiga, F. A. (2023) · Revista Electrónica de Investigación Educativa · doi:10.24320/redie.2023.25.e28.4952 · Cited by 7
Ordu, Y., Aydoğan, S., & Çalışkan, N. (2024) · Nurse Education Today · doi:10.1016/j.nedt.2024.106163 · Cited by 6
Students’ Perception on Utilizing Kahoot! as a Game-Based Student Response System for EFL Students
Kurniawan, A. B., Unsiah, F., & Razali, K. (2024) · Journal of Languages and Language Teaching · doi:10.33394/jollt.v12i2.10333 · Cited by 11
“Additionally, Wang & Tahir (2020) showed when faced with the pressure of time constraints and the need to provide answers, students experience fear about the possibility of not succeeding in quizzes.”
BackgroundYie, D. L., Sanmugam, M., Yahaya, W., & Khlaif, Z. N. (2024) · Higher Education for the Future · doi:10.1177/23476311241248994 · Cited by 7
“A literature review by Wang and Tahir (2020) discovered a positive impact on learning performance and classroom dynamics in major studies.”
Cancino, M., & Viguera, C. (2024) · Revista de Lingüística y Lenguas Aplicadas · doi:10.4995/rlyla.2024.19932 · Cited by 23
“This application is a “game-based student response system where the classroom is temporarily transformed into a game show where the teacher is the game show host, and the students are the contenders” (Wang & Tahir, 2020: 2).”
BackgroundThanyawatpokin, B., & Vollmer, C. (2022) · English language education · doi:10.1007/978-3-030-91881-1_16 · Cited by 9
Andrini, V. S., & Yusro, A. C. (2021) · Journal of Educational Science and Technology (EST) · doi:10.26858/est.v7i3.21278 · Cited by 6
“Supported by research by (Wang and Tahir, 2020) that Kahoot as a learning platform can be used to create gamebased quizzes that can make students more motivated in learning.”
BackgroundBlending Technology with Classroom Movement Integration
Ha, T., Moon, J., & Webster, C. A. (2025) · Journal of Physical Education Recreation & Dance · doi:10.1080/07303084.2025.2533149 · Cited by 5
“These platforms combine gaming elements with educational content, creating immersive, interactive, and enjoyable learning experiences while enabling educators to design quizzes with engaging visuals and theme music (Wang & Tahir, 2020).”
Digital technology in university mathematics education
Homolya, S. (2023) · Multidiszciplináris Tudományok · doi:10.35925/j.multi.2023.2.20 · Cited by 5
“(Wang et al., 2020) At the end of the game a podium displays the final results, which, based on my experience, the participating students always look forward to with great enthusiasm.”
BackgroundFerreira, W. J., Targa, M. D. S., Richetto, K. C. D. S., et al. (2024) · Caminhos de Geografia · doi:10.14393/rcg2510071267 · Cited by 5
Fostering Inspirational Learning Through AI-Enhanced Formative Assessment
Wu, T. (2024) · Advances in educational marketing, administration, and leadership book series · doi:10.4018/979-8-3693-6351-5.ch008 · Cited by 5
Improving Students English Vocabulary Using Kahoot!
Ayumi, & Chan, A. M. (2021) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/assehr.k.210202.027 · Cited by 5
“Using games in learning activities can keep students motivated, engaged, and concentrated over time [10].”
BackgroundInfluentialMedia Evaluasi Pembelajaran Berbasis Kahoot! Untuk Guru SD di Kabupaten Tanah Bumbu
Pramita, M., Sukmawati, R. A., Sukmawati, R. A., et al. (2021) · Bubungan Tinggi Jurnal Pengabdian Masyarakat · doi:10.20527/btjpm.v3i4.3854 · Cited by 5
Use of modern technology in psychiatry training in a middle‐income country
Ouanes, S., Larnaout, A., & Jouini, L. (2021) · Asia-Pacific Psychiatry · doi:10.1111/appy.12496 · Cited by 5
“First, they can improve classroom dynamics and enhance motivation and engagement (Bello Pintado & Merino Diaz de Cerio, 2017; A. I. Wang & Tahir, 2020).”
BackgroundMethodInfluentialFrom Digital Distraction to Digital Motivation
Pérez-Juárez, M. A., Aguiar-Pérez, J. M., Del-Pozo-Velázquez, J., Alonso-Felipe, M., Rozada-Raneros, S., & Barrio-Conde, M. (2022) · Advances in higher education and professional development book series · doi:10.4018/978-1-7998-9243-4.ch010 · Cited by 7
Zugai, J. S., Orr, F., & Levett-Jones, T. L. (2022) · Issues in Mental Health Nursing · doi:10.1080/01612840.2021.2013367 · Cited by 5
“Gamified quizzes are reported to enhance students’ attention and engagement, are enjoyable, and provide motivation to prepare for tutorials (Cameron & Bizo, 2019; Licorish et al., 2018; Wang & Tahir, 2020).”
BackgroundEtherLearn: Decentralizing Learning via Blockchain
Duong, T. N. B., & Jun, J. Y. T. (2021) · IEEE International Conference on Teaching, Assessment, and Learning for Engineering · doi:10.1109/tale52509.2021.9678567 · Cited by 8
CASCADE your teaching session!
Alshareef, M. H. (2022) · AJP Advances in Physiology Education · doi:10.1152/advan.00082.2021 · Cited by 5
Pánek, J. (2022) · doi:10.5507/prf.22.24461335 · Cited by 7
Development of the 'Curious Scientist' Game to Practice Scientific Thinking Skills
Aida, H., Sumarni, W., Marwoto, P., Subali, B., & Ellianawati, E. (2022) · Jurnal Penelitian Pendidikan IPA · doi:10.29303/jppipa.v8i3.1643 · Cited by 5
Interpretable Explainability in Facial Emotion Recognition and Gamification for Data Collection
Shingjergji, K., İren, D., Böttger, F., Urlings, C. C., & Klemke, R. (2022) · International Conference on Affective Computing and Intelligent Interaction and workshops · doi:10.1109/acii55700.2022.9953864 · Cited by 6
“Gamification of data collection finds application in different domains [36], such as education [37] [38] and health [39].”
BackgroundNuri, H. S. M., Qadir, S. M., Mohammed, R. R., & Azaldin, A. H. (2022) · Journal of Raparin University · doi:10.26750/vol(9).no(5).paper11 · Cited by 11
THE SOCIOGRAPH: FRIENDSHIP-BASED GROUP LEARNING IN THE MATHEMATICS CLASS
Widodo, S. A., Turmudi, T., Dahlan, J. A., Watcharapunyawong, S., Robiasih, H., & Mustadin, M. (2023) · Infinity Journal · doi:10.22460/infinity.v12i1.p27-40 · Cited by 5
“In mathematics class, study groups built on friendships between students will reduce problems with students who are unwilling to ask the teacher questions or do not participate in group activities consistently (Wang & Tahir, 2020).”
BackgroundNarihan, M. Z. A., Ojep, D. N. A., Ahadon, M., et al. (2023) · Education in Medicine Journal · doi:10.21315/eimj2023.15.1.4 · Cited by 5
Lorente, C. G., Clares, P. M., Cusó, J. P., et al. (2023) · Revista Complutense de Educación · doi:10.5209/rced.79477 · Cited by 5
Students' Perceptions of Kahoot as an Online Quiz Tool in Intensive English Class
Rosalina, E., Nasrullah, N., & Ningsih, R. P. (2023) · Metathesis Journal of English Language Literature and Teaching · doi:10.31002/metathesis.v7i1.160 · Cited by 6
Kaynak, S., & Ergün, S. (2024) · American Journal of Distance Education · doi:10.1080/08923647.2024.2303339 · Cited by 5
“…and self-directed learning in the clinical setting, such as limited use of practice areas, increasing number of students, patients’ reluctance to be touched by nursing students, fear of causing harm to patients, and communication difficulties with other healthcare disciplines (Wang & Tahir, 2020).”
An Exploration of Machine Learning in Art and Design
Dursun, R. Z. A., & Bakan, U. (2024) · Advances in human and social aspects of technology book series · doi:10.4018/979-8-3693-4318-0.ch010 · Cited by 5
Gamification in virtual sales training: evidence from a field experiment
Friess, M. (2025) · Journal of Personal Selling and Sales Management · doi:10.1080/08853134.2024.2431817 · Cited by 9
“(Wang and Tahir 2020), which is used by approximately 50 million users worldwide.”
Gil-Castell, O., Carrillo-Abad, J., Ribes, J., Sanchís, R., Marti, N., Ruano, M. V., Peñarrocha, J. M., Pastor, L., Izquierdo, M., Jiménez-Benítez, A. L., et al. (2025) · Education for Chemical Engineers · doi:10.1016/j.ece.2025.04.004 · Cited by 5
Kahoot! Application in Medical Education: A Fact for Student Motivation Level
Suryandari, G., & Sudarmanto, A. A.-G. (2020) · JMMR (Jurnal Medicoeticolegal dan Manajemen Rumah Sakit) · doi:10.18196/jmmr.92128 · Cited by 7
“For the lecturer, creating new Kahoot! quiz are intuitive and user friendly, therefore it is not hard for them to create the quiz (Wang & Tahir, 2020).”
BackgroundOctalysis Audit to Analyze gamification on Kahoot!
Ramdania, D. R., Maylawati, D. S., Gerhana, Y. A., et al. (2021) · Advances in Science Technology and Engineering Systems Journal · doi:10.25046/aj060149 · Cited by 5
Kusumaningrum, E., & Pramudiani, P. (2021) · EDUKATIF JURNAL ILMU PENDIDIKAN · doi:10.31004/edukatif.v3i5.917 · Cited by 5
Tzafilkou, K., & Economides, A. A. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-77943-6_8 · Cited by 6
Dreimane, S. (2021) · Advances in game-based learning · doi:10.1007/978-3-030-76986-4_10 · Cited by 8
Nakamura, W. T., Filho, J. C. D. S., Teixeira, L. M., et al. (2021) · doi:10.1145/3493244.3493245 · Cited by 5
“Among them, we selected Kahoot!, one of the most popular game-based learning platforms, with over 2.5 billion people from more than 200 countries since its release in 2013 [39], and used by 87% of the top 500 universities around the world [23].”
BackgroundInfluentialCOVID-19 Pandemi Süreci: Hemşire Eğiticilerin Yeni Rolleri ve Öğrenen Merkezli Eğitim için Öneriler
Yürümezoğlu, H. A., Sezer, H., Şanlı, D., & Okumuş, H. (2021) · Journal of Anatolia Nursing and Health Sciences · doi:10.17049/ataunihem.941538 · Cited by 5
Daud, N., Yunus, N. I., Juhari, S. N., et al. (2021) · Asian Journal of Medicine and Biomedicine · doi:10.37231/ajmb.2021.5.2.437 · Cited by 5
“However, there are also disadvantages of online GBL ([18]).”
BackgroundInfluential
Metadata
- Authors
- Wang, A. I., & Tahir, R.
- Affiliations
- Norwegian University of Science and Technology (NO)
- Corresponding author
- Wang, Alf Inge
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2020-05
- Volume
- 149
- Pages
- 103818
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W3003825427
- Semantic Scholar
- acf384e74a18b1f907a4654c933fa527bf472be8
- Cited by
- 883
- References
- 196
- Citations by year
- 2026: 84 · 2025: 107 · 2024: 158 · 2023: 196 · 2022: 160 · 2021: 149 · 2020: 27
- FWCI
- 197.32
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Computers & Education (publishedVersion, cc-by)
- Goldsmiths (University of London) (acceptedVersion)
- NORA - Norwegian Open Research Archives (submittedVersion, cc-by)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Technology-Enhanced Education Studies
- Social Sciences › Education › Innovative Teaching Methods
- Keywords
- Kahoot, game-based learning, formative assessment, learning performance, classroom dynamics, student attitudes, teacher attitudes, student anxiety, quiz-based learning, technical challenges, time pressure, K-12 education
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.
A language model drew the claims from the paper on 2026-10-13, under version 3 of the claim definition (model deepseek-v4.1-flash, prompt extract-v3).
A second model labelled each claim on 2026-10-13 (model jev-1.13-20260917, definition revision gold-guideline-v0.2).
Cited sources are checked with a language model’s help (gpt-6-sol).
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.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review