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

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

Cited by (878)

Items 501–600 of 878

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  3. Enhancing Junior High School Students’ Motivation in Physics Learning through Kahoot! Based Gamification: An ARCS Model Approach
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  8. The Use of Gamification (Kahoot!) to Increase Vocabulary Mastery in Elementary School
    Silmi Khoirunnisa, Rafika Rabba Farah · 2025 · International Journal of Learning Reformation in Elementary Education
  9. Development of the GE-ARCS-E Model to Evaluate the Impact of Gamification on Programming Students’ Motivation and Engagement
    Marisa Venter, Lizette De Wet · 2026 · Communications in computer and information science
  10. Friendelligent: A Collaborative Synchronized Game-Based Platform for AI Education and Autonomous Navigation Curriculum
    Raul Alcantara Castillo, Tasneem Burghleh, Deem Alfozan, Randi Williams, Sharifa Alghowinem, Cynthia Breazeal · 2025 · IEEE Frontiers in Education Conference (FIE)
  11. Raising Soil Awareness in Primary and Secondary Schools Through Indoor Workshops—Designs and Lessons Learned
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  12. How Digital Gamified Learning Enhances Vocabulary Learning and Retention in EFL Classrooms: An Experimental Study Using Kahoot!
    Osman Özdemir · 2026 · Bartın University Journal of Faculty of Education
  13. Integración de plataformas activas, herramientas TIC y estrategias de gamificación para fortalecer el pensamiento histórico y la participación estudiantil en Estudios Sociales de Educación General Básica.
    Carmen Isabel Vargas Aguirre, Laura Mercedes Castro Escobar, Viky Beatriz Batallas Huera, Marcia Yolanda Sandoval Lloacana, Verónica Leonor Loja Caló · 2026 · Perspectiva XXI
  14. Nearpod-Supported Play-Based Learning for Adult Mathematical Literacy
    Tirivanhu Muchuweni, Israel Kariyana · 2026 · IGI Global eBooks
  15. Enhancing secondary education through gamification and Bloom’s taxonomy: the BilimQuest portal
    Н. Балтабаева, Saltanat Adikanova, Понькина Елена Владимировна, Raikhan Nurkanova · 2026 · Frontiers in Education
  16. When fun meets focus: comparing Kahoot and worksheets in Saudi EFL reading instruction
    Maram Alluhaybi · 2026 · Frontiers in Education
  17. The effect of serious games on cardiopulmonary resuscitation training in nursing students: a systematic review and meta-analysis
    Abdullah Avcı, Emine Kaplan Serin, Selma Kahraman · 2026 · European Journal of Cardiovascular Nursing
  18. ASTROBIT: UM ESPAÇO DE APRENDIZADO
    César Müller dos Anjos Macedo, Francisco Lucas Lima Sena, Álef Nunes Monteiro · 2026 · Revista Tecnologias Educacionais em Rede (ReTER)
  19. A virtual co-creation collaboration between a university physics research group and school students
    M. O. Evans, Rosalinde Abrahams, Darren Baskill · 2021 · International Conference on Higher Education Advances (HEAd)
  20. Utilizing active learning to engage engineering students in a freshman physics service course taught in an EFL environment
    Aien Charity Grace White, A.J. Chaudhari, Jonathon David White · 2021 · Physics Education
  21. Visual Aircraft Recognition Training via Web Application
    Thanapol Khajangthon, Worawat Choensawat, Kingkarn Sookhanaphibarn · 2022 · IEEE Global Conference on Life Sciences and Technologies (LifeTech)
  22. An Analysis of the Teaching Ability of Dual Expertise Teachers in the Automotive Field to Improve Students' Capabilities
    Gede Widayana, Kadek Rihendra Dantes, I Gede Wiratmaja · 2022
  23. Effectiveness of Educational Games as Teaching Tool on Learning Outcome of Critical Care Drugs and Investigations among Nursing Students at Selected College, Chennai
    A Sasikala., D. Sasikala · 2022 · International Journal of Nursing Education and Research
  24. Teaching English vocabulary and online games to eighth grade students
    Katy Jackeline Pintado-Peñaloza, Tammy Fajardo-Dack · 2022 · CIENCIAMATRIA
  25. Spherical Video-Based Virtual Reality (SVVR) Study: 360o-Video Implementation in English Learning Materials at Polytechnic Education
    I Wayan Eka Dian Rahmanu, Lokman Altun · 2022 · Opus et Educatio
  26. Using Kahoot! Application in the Daily Evaluation of Arabic Lesson: Experimental Studies at Islamic Senior High School in Indonesia | Istikhdām Kahoot! Fī Al-Taqwīm Al-Yaumī li-Mādah Al-Lughah Al-‘Arābīyah: Al-Bahts Al-Tajrībī fī Al-Madrasah Al-Tsānawīyah Al-Islāmīyah Al-Hukumīyah bi-Indunīsīyā
    Muhammad Infithar Al Ahqaf, Khaled Eslayeh, Mustafa Farouq Abdul-Aleem Mahmoud · 2022 · Al-Ta rib Jurnal Ilmiah Program Studi Pendidikan Bahasa Arab IAIN Palangka Raya
  27. Three mixed-effects regression models using an extended Weibull with applications on games in differential and integral calculus
    Gauss M. Cordeiro, Julio Cezar Souza Vasconcelos, Denize Palmito dos Santos · 2022 · Brazilian Journal of Probability and Statistics
  28. Investigating the Implementation of Kahoot for Young Learners in Remote Learning Context
    Sang Ayu Komang Yuli Ulandari, Luh Putu Artini, I Putu Ngurah Wage Myartawan · 2022 · Jurnal Pendidikan Bahasa Inggris undiksha
  29. Research on the Influence of Competition Mechanism in Gamification Test on Learning Experiences and Learning Effects
    Yufei Qiao, Xinhui Jia, Yinyu Wang, Xue Wang · 2022 · International Conference on Educational Technology (ICET)
  30. Uso de la gamificación como metodología de aprendizaje
    Noelia Rivera Rellán, Marlene Bartolomé Sáez · 2022 · Adaya Press eBooks
  31. Student Response Systems in Initial Teacher Education: A Scoping Review of Web-Based Applications
    Enda Donlon · 2023 · Springer eBooks
  32. Sustaining English Language Education with Digital Educational Games: A Systematic Review
    Chan Mei Yi, Melor Md Yunus · 2023 · International Journal of Academic Research in Progressive Education and Development
  33. The Courses are Online, What about the Students? Did They Really Online? Using Kahoot! In the Emergency Remote Teaching Process
    Ayşegül Nihan Erol Şahin · 2023 · Research on Education and Psychology
  34. Revealing EFL Students’ Perception towards the Implementation of Kahoot! in Learning Narrative Text at the Secondary School Level
    Melina Cahyaningtyas, Nur Chakim · 2023 · Prosodi
  35. KAHOOT DALAM PEMBELAJARAN MENULIS TEKS EKSPLANASI PADA PESERTA DIDIK KELAS XI
    Marlina Dwi Safitri, Ika Septiana, Suyoto Suyoto · 2023 · METAMORFOSIS | Jurnal Bahasa Sastra Indonesia dan Pengajarannya
  36. Implementasi Pembelajaran Saintifik Dengan Media Kahoot
    Riski Amailia, Tri Yuni Hendrowati, Suminto Suminto · 2022 · JURNAL e-DuMath
  37. University students’ perceptions in Kahoot!-integrated game-based EFL classes
    Zehra Degirmencioğlu, İlkay Gilanlıoğlu · 2023 · RumeliDE Dil ve Edebiyat Araştırmaları Dergisi :/RumeliDe Dil ve Edebiyat Araştırmaları Dergisi
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  39. Analysis of Lecturers' and Students' Perceptions of Teaching Practitioner Programs in Higher Education
    Andi Batary Citta, Mukhtar Galib, Ulfa Dwiyanti · 2023 · Jurnal Penelitian Pendidikan IPA
  40. Prospective Teachers' Views on Gamified Online Assessment Tools
    Mehmet Marangoz, Sami Şahin · 2023 · Uluslararası Eğitim Araştırmacıları Dergisi
  41. AIQuiz: Uma Ferramenta de Apoio a Gamificação Aprimorada com Inteligência Artificial de ChatBot
    Elder Rodrigues, Maicon Bernardino, Ildevana Rodrigues, Cristian T. F. Bandeira · 2023 · Escola Regional de Engenharia de Software (ERES)
  42. An Exploration of Self-Regulation Learning Practices and Its Effectiveness with Kahoot! Incorporated into Electronics Teaching
    Pei-Hua Chang, Chieh-Yu Hung, Su-Fen Cheng, Jing-Jou Tang, Chi-Wei Cheng · 2023 · IEEE International Conference on Teaching, Assessment, and Learning for Engineering
  43. SwiftQuiz - An interactive module to help teachers swiftly create questions and get rich feedback
    Xiang Xie, Yiming Li, Zeqiang Ning, Erick Purwanto, Na Li, Kok Hoe Wong · 2023 · International Conference on Educational Technology (ICET)
  44. Use of game-based learning tools in management classes: Students’ perception and effects on their academic performance
    Juliet Cadungog-Uy · 2022 · Journal of Accounting Finance Economics and Social Sciences
  45. THE USE OF KAHOOT! IN INCREASING THE MOTIVATION OF PUPILS WITH SPECIAL EDUCATIONAL NEEDS IN ENGLISH LANGUAGE LEARNING
    Komathi Elangovan, Mohd Hanafi Mohd Yasin · 2024 · Special Education [SE]
  46. Evaluación automática de preguntas abiertas en el aula - [Automatic evaluation of open-ended questions in the classroom]
    Raúl Cabido, David Concha, Miguel Ángel García Rodríguez · 2023
  47. Efektivitas Media Pembelajaran Kahoot! dalam Mengukur Pemahaman Konsep Suhu dan Kalor
    Tutik Yuliatun, Kristina Uskenat, Selestina Kostaria Jua · 2022 · INSOLOGI Jurnal Sains dan Teknologi
  48. Pengembangan E-Modul Matematika Interaktif Terintegrasi Kahoot! untuk Mendukung Literasi Matematis Siswa SMP
    Maximus Tamur, Kristianus Viktor Pantaleon · 2023 · Suska Journal of Mathematics Education
  49. La simulación bimodal como método de enseñanza- aprendizaje en el grado de educación primaria
    Zuriñe Gaintza · 2024 · Revista Interuniversitaria de Investigación en Tecnología Educativa
  50. Interactive Response Systems (IRS) in online English classes: Voices of foreign university teachers in Thailand
    Kiki Juli Anggoro, Nurmala Nurmala · 2024 · Studies in English Language and Education
  51. 'Socialifying' the design of language learning applications for classroom use
    A. H. O’Neill, Sarah Matthews, Janet Wiles · 2024 · Designing Interactive Systems Conference
  52. Peer Collaboration and Competition: Comparing the Effectiveness of Gamified and Non-gamified SRS in Collaborative Learning
    Joan Wan-Ting Huang · 2024 · English Teaching & Learning
  53. Exploring Supportive Strategies and Teaching Approaches for Statistics Course: Leveraging ChatGPT
    Greeni Maheshwari · 2024 · Digital education and learning
  54. The Effects of Kahoot! on Students’ Achievement in Math Classrooms
    Poranee Khongkha Khayo · 2024 · International STEM Education Conference (iSTEM-Ed)
  55. Kahoot! and Student-Generated Formative Assessment: A Pilot Study
    Delio De Martino, Mariasole Antonietta Guerriero, Sabrina Annoscia, Angelo Basta, Andrea Tinterri, Anna Dipace · 2024 · Communications in computer and information science
  56. Prize‐Based Learning in an Introductory Computer Course—A Case Study
    Joyce Vogel, Dan Bouhnik · 2024 · European Journal of Education
  57. Using Games in the Classroom to Boost Motivation Among ESL Students
    Puteri Zarina Megat Khalid, Haddi Junaidi Kussin, Nurihan Nasir, Hannatul Akila Esahak · 2024 · Advances in educational technologies and instructional design book series
  58. Educational Motivation
    Myint Swe Khine · 2024 · Springer eBooks
  59. Educational Application and Games for Specific Skills Development
    Erhan Özmen · 2025 · IGI Global eBooks
  60. Exploring the Attitudes of Computer Science High School Teachers Towards Gamification: A Work in Progress
    Ana Vrcelj, Nataša Hoić-Božić, Martina Holenko Dlab · 2024 · 2022 IEEE Frontiers in Education Conference (FIE)
  61. MILAGE LEARN+: Motivation and Grade Benefits in Computer Science University Students
    Audrey Dorin, Márcia Cristina Moraes, Mauro Jorge Guerreiro Figueiredo · 2024 · 2022 IEEE Frontiers in Education Conference (FIE)
  62. Using Kahoot! as a Formative Assessment Tool in Undergraduate Organic Chemistry Lecture Courses
    Ronald Okoth · 2025 · Journal of Chemical Education
  63. The Effect of Pedagogical Translanguaging, Typographic Input Enhancement, and Input Flood on the Awareness for Syntactic L1–L3 Transfer Opportunities in Dutch Learners of L3 German
    Niklas Abel, Gregory J. Poarch, Marije C Michel · 2025 · Journal of the European Second Language Association
  64. Specifics of Using E-Educational Resources in Teaching Russian as a Foreign Language
    S. Trocuk · 2020 · Ural University Press eBooks
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