Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Gamified designs can strengthen self-efficacy when designed with progressive levels from simple to complex tasks, enabling gradual mastery.
“For instance, gamified designs can strengthen students' self-efficacy when designed with progressive levels that move from simple to complex tasks, enabling learners to experience gradual mastery (Alsswey & Malak, 2024).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Alsswey & Malak, 2024
Cites
Self-efficacy: Toward a unifying theory of behavioral change
Bandura, A. (1977) · Psychological Review · doi:10.1037/0033-295x.84.2.191 · Cited by 43,925 · see citing works
A Global Measure of Perceived Stress
Cohen, S., Kamarck, T., & Mermelstein, R. (1983) · Journal of Health and Social Behavior · doi:10.2307/2136404 · Cited by 32,807 · see citing works
Implications for educational practice of the science of learning and development
Darling-Hammond, L., Flook, L., Cook-Harvey, C., Barron, B., & Osher, D. (2020) · Applied Developmental Science · doi:10.1080/10888691.2018.1537791 · Cited by 2,733 · see citing works
The Rise of Motivational Information Systems: A Review of Gamification Research
Koivisto, J., & Hamari, J. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.10.013 · Cited by 1,951 · see citing works
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · see citing works
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 1,451 · see citing works
Maier, W., Buller, R., Philipp, M., & Heuser, I. (1988) · Journal of Affective Disorders · doi:10.1016/0165-0327(88)90072-9 · Cited by 1,044 · see citing works
The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883 · see citing works
Academic self-efficacy: from educational theory to instructional practice
Artino, A. R. (2012) · Perspectives on Medical Education · doi:10.1007/s40037-012-0012-5 · Cited by 859 · see citing works
The effect of games and simulations on higher education: a systematic literature review
Vlachopoulos, D., & Makri, A. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0062-1 · Cited by 776 · see citing works
Barbayannis, G., Bandari, M., Zheng, X., Baquerizo, H., Pecor, K. W., & Ming, X. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.886344 · Cited by 773 · see citing works
Barrot, J. S., Llenares, I. I., & del Rosario, L. S. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10589-x · Cited by 764 · see citing works
Bandura, A. (1978) · Advances in Behaviour Research and Therapy · doi:10.1016/0146-6402(78)90012-7 · Cited by 757 · see citing works
Hayat, A. A., Shateri, K., Amini, M., & Shokrpour, N. (2020) · BMC Medical Education · doi:10.1186/s12909-020-01995-9 · Cited by 695 · see citing works
Defining and Measuring Academic Success
York, T., Gibson, C., & Rankin, S. (2020) · ScholarWorks@UMassAmherst (University of Massachusetts Amherst) · doi:10.7275/hz5x-tx03 · Cited by 613 · see citing works
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103729 · Cited by 536 · see citing works
Students’ perception of Kahoot!’s influence on teaching and learning
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-018-0078-8 · Cited by 521 · see citing works
Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020) · Smart Learning Environments · doi:10.1186/s40561-019-0098-x · Cited by 502 · see citing works
Li, M., Ma, S., & Shi, Y. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1253549 · Cited by 439 · see citing works
Plump, C. M., & LaRosa, J. (2017) · Management Teaching Review · doi:10.1177/2379298116689783 · Cited by 378 · see citing works
Al‐Samarraie, H., & Saeed, N. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.016 · Cited by 378 · see citing works
Family and Academic Stress and Their Impact on Students' Depression Level and Academic Performance
Deng, Y., Cherian, J., Khan, N. U. N., Kumari, K., Sial, M. S., Comite, U., Gavurova, B., & Popp, J. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.869337 · Cited by 371 · see citing works
Chaaya, M., Osman, H. O., Naassan, G., & Mahfoud, Z. R. (2010) · BMC Psychiatry · doi:10.1186/1471-244x-10-111 · Cited by 312 · see citing works
Cooper, K. M., Downing, V. R., & Brownell, S. (2018) · International Journal of STEM Education · doi:10.1186/s40594-018-0123-6 · Cited by 298 · see citing works
Teachers’ experiences of using game-based learning methods in project management higher education
Jääskä, E., & Aaltonen, K. (2022) · Project Leadership and Society · doi:10.1016/j.plas.2022.100041 · Cited by 224 · see citing works
Fear of Negative Evaluation and Student Anxiety in Community College Active-Learning Science Courses
Downing, V. R., Cooper, K. M., Cala, J. M., Gin, L. E., & Brownell, S. E. (2020) · CBE—Life Sciences Education · doi:10.1187/cbe.19-09-0186 · Cited by 212 · see citing works
Technology and College Student Mental Health: Challenges and Opportunities
Lattie, E. G., Lipson, S. K., & Eisenberg, D. (2019) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2019.00246 · Cited by 189 · see citing works
The effects of player type on performance: A gamification case study
Lopez, C. E., & Tucker, C. S. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.10.005 · Cited by 183 · see citing works
Litvin, S., Saunders, R., Maier, M. A., & Lüttke, S. (2020) · PLOS ONE · doi:10.1371/journal.pone.0237220 · Cited by 177 · see citing works
Chans, G. M., & Castro, M. P. (2021) · Computers · doi:10.3390/computers10100132 · Cited by 177 · see citing works
Canning, E. A., LaCosse, J., Kroeper, K. M., & Murphy, M. C. (2019) · Social Psychological and Personality Science · doi:10.1177/1948550619882032 · Cited by 174 · see citing works
Nabizadeh, S., Hajian, S., Sheikhan, Z., & Rafiei, F. (2019) · BMC Medical Education · doi:10.1186/s12909-019-1527-9 · Cited by 171 · see citing works
Hammedi, W., Leclerq, T., & van Riel, A. C. R. (2017) · Journal of service management · doi:10.1108/josm-04-2016-0116 · Cited by 170 · see citing works
Kahoot: A Promising Tool for Formative Assessment in Medical Education
Department of Medical Education, S. M. S., Ismail, M. A.-A., Mohammad, J. A.-M., & Department of Medical Education, S. M. S. (2017) · Education in Medicine Journal · doi:10.21315/eimj2017.9.2.2 · Cited by 159 · see citing works
Main gamification concepts: A systematic mapping study
Rodrigues, L. F., Oliveira, A., & Rodrigues, H. (2019) · Heliyon · doi:10.1016/j.heliyon.2019.e01993 · Cited by 154 · see citing works
Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction
Alsadoon, E., Alkhawajah, A., & Suhaim, A. B. (2022) · Heliyon · doi:10.1016/j.heliyon.2022.e10249 · Cited by 141 · see citing works
A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration
Zhang, Q., & Yu, Z. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10459-6 · Cited by 136 · see citing works
Gamification in engineering education – An empirical assessment on learning and game performance
Díaz-Ramírez, J. (2020) · Heliyon · doi:10.1016/j.heliyon.2020.e04972 · Cited by 134 · see citing works
Role of gamification in classroom teaching: Pre-service teachers’ view
Mee, R. W. M., Shahdan, T. S. T., Ismail, M. R., Ghani, K. A., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020) · International Journal of Evaluation and Research in Education (IJERE) · doi:10.11591/ijere.v9i3.20622 · Cited by 130 · see citing works
Ghazal, S., Al‐Samarraie, H., & Aldowah, H. A. (2018) · IEEE Access · doi:10.1109/access.2018.2879677 · Cited by 128 · see citing works
The Role of Teachers in Motivating Students to Learn.
Johnson, D. (2017) · BU Journal of Graduate Studies in Education · Cited by 114 · see citing works
Implementing gamification in a university‐level UML modeling course: A case study
Jurgelaitis, M., Čeponienė, L., Čeponis, J., & Drungilas, V. (2018) · Computer Applications in Engineering Education · doi:10.1002/cae.22077 · Cited by 113 · see citing works
Hallit, S. R., Haddad, C., Hallit, R. R., Akel, M., Obeïd, S., Haddad, G., Soufia, M., Khansa, W., Khoury, R., Kheir, N., et al. (2020) · Clinical Epidemiology and Global Health · doi:10.1016/j.cegh.2020.03.028 · Cited by 110 · see citing works
How teacher and classmate support relate to students’ stress and academic achievement
Hoferichter, F., Kulakow, S., & Raufelder, D. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.992497 · Cited by 110 · see citing works
Rincón-Flores, E. G., Mena, J., & López-Camacho, E. (2022) · Education Sciences · doi:10.3390/educsci12010049 · Cited by 106 · see citing works
Almaiah, M. A., Alhumaid, K. F., Aldhuhoori, A., Alnazzawi, N., Aburayya, A., Alfaisal, R., Salloum, S. A., Lutfi, A., Mulhem, A. A., Alkhdour, T., et al. (2022) · Electronics · doi:10.3390/electronics11213572 · Cited by 104 · see citing works
It is Really Not a Game: An Integrative Review of Gamification for Service Research
Ciuchita, R., Heller, J., Köcher, S., Köcher, S., Leclercq, T., Sidaoui, K., & Stead, S. (2022) · Journal of Service Research · doi:10.1177/10946705221076272 · Cited by 100 · see citing works
Bouwmeester, R. A. M., de Kleijn, R. A. M., van den Berg, I. E. T., ten Cate, O., van Rijen, H. V. M., & Westerveld, H. E. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.05.002 · Cited by 93 · see citing works
Malak, M. Z., Shuhaiber, A., Al-Amer, R. M., Abuadas, M. H., & Aburoomi, R. J. (2021) · Behaviour and Information Technology · doi:10.1080/0144929x.2021.1891460 · Cited by 92 · see citing works
Self-citationJones, S. M., Katyal, P., Xie, X., Nicolas, M. P., Leung, E. M., Noland, D. M., & Montclare, J. K. (2019) · Simulation & Gaming · doi:10.1177/1046878119882048 · Cited by 85 · see citing works
Trigueros, R., Padilla, A., Aguilar-Parra, J. M., Manzano, M. J. L., Luengo, A. V. G., Pérez, P. R., & López‐Liria, R. (2020) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph17239089 · Cited by 85 · see citing works
Cameron, K. E., & Bizo, L. A. (2019) · Research in Learning Technology · doi:10.25304/rlt.v27.2225 · Cited by 83 · see citing works
A meta-analytic review of gamified interventions in mental health enhancement
Cheng, C., & Ebrahimi, O. V. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107621 · Cited by 70 · see citing works
Ahmed, A. A. A., Sayed, B. T., Wekke, I. S., Widodo, M., Rostikawati, D., Ali, M. H., Hussein, H. A. A., & Azizian, M. (2022) · Education Research International · doi:10.1155/2022/9739147 · Cited by 69 · see citing works
Kalleny, N. K. (2020) · Journal of Microscopy and Ultrastructure · doi:10.4103/jmau.jmau_61_20 · Cited by 67 · see citing works
Ghazal, S., Aldowah, H. A., & Umar, I. N. (2017) · Lecture notes on data engineering and communications technologies · doi:10.1007/978-3-319-59427-9_71 · Cited by 61 · see citing works
Prediction of Academic Procrastination by Fear of Failure and Self-Regulation.
Zarrin, S. A., & Gracia, E. (2020) · Educational Sciences Theory & Practice · Cited by 59 · see citing works
Hu, Y.-H., Yu, H.-Y., Tzeng, J.-W., & Zhong, K.-C. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104728 · Cited by 56 · see citing works
Play hard, study hard? The influence of gamification on students’ study engagement
Chen, J., & Liang, M. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.994700 · Cited by 54 · see citing works
Effects of a collaborative and gamified online learning methodology on class and test emotions
Pérez-Aranda, J., Medina‐Claros, S., & Capellán, R. U. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11879-2 · Cited by 47 · see citing works
Rojabi, A. R., Setiawan, S., Munir, A., Purwati, O., Safriyani, R., Hayuningtyas, N., Khodijah, S., & Amumpuni, R. S. (2022) · Frontiers in Education · doi:10.3389/feduc.2022.939884 · Cited by 45 · see citing works
Sheetal, S., Tyagi, R., & Singh, G. (2022) · Asian Journal of Business Ethics · doi:10.1007/s13520-022-00162-1 · Cited by 45 · see citing works
Developing gamification e-quizzes based on an android app: the impact of asynchronous form
Areed, M. F., Amasha, M. A., Abougalala, R. A., Alkhalaf, S., & Khairy, D. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10469-4 · Cited by 40 · see citing works
Fear of failure among a sample of Jordanian undergraduate students
Alkhazaleh, Z. M., & Mahasneh, A. M. (2016) · Psychology Research and Behavior Management · doi:10.2147/prbm.s96384 · Cited by 35 · see citing works
Students Anxiety Experiences in Higher Education Institutions
AlKandari, N. Y. (2020) · IntechOpen eBooks · doi:10.5772/intechopen.92079 · Cited by 35 · see citing works
Recent Trends in Information and Communication Technology
(2017) · Lecture notes on data engineering and communications technologies · doi:10.1007/978-3-319-59427-9 · Cited by 34 · see citing works
Alkhalil, S., Manasrah, A. A., Dabbour, L., Bashayreh, E., Abdelhafez, E. A., & Rababa, E. G. (2021) · Journal of Human Behavior in the Social Environment · doi:10.1080/10911359.2020.1829243 · Cited by 34 · see citing works
Pre-Service and In-Service Teachers’ Views on Gamification
Sajinčič, N., Sandak, A., & Starčič, A. I. (2022) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v17i03.26761 · Cited by 34 · see citing works
Performance in Kahoot! activities as predictive of exam performance
Garza, M. C., Oliván, S., Monleón, E., Gimeno, A. I. C., Barrios, A. G., Ochoa, I., Whyte, J., & Lamíquiz-Moneo, I. (2023) · BMC Medical Education · doi:10.1186/s12909-023-04379-x · Cited by 33 · see citing works
The role of knowledge management approaches for enhancing and supporting education
Alosaimi, M. (2016) · theses.fr (ABES) · doi:10.70675/1634adbfz770cz461czbf24za47e58e8ef72 · Cited by 31 · see citing works
Afolayan, J. A., Donald, B., Onasoga, O. A., Babafemi, A. A., & Juan, A. A. (2013) · Advances in Applied Science Research · Cited by 26 · see citing works
Gamifying ESL Classrooms through Gamified Teaching and Learning
Yaccob, N. S., Rahman, S. F. A., Mohamad, S. N. A., Rahim, A. A. A., Rashid, K. K. A., Aldaba, A. M. A., Yunus, M. M., & Hashim, H. B. (2022) · Arab World English Journal · doi:10.24093/awej/call8.12 · Cited by 25 · see citing works
Adkins-Jablonsky, S. J., Shaffer, J. F., Morris, J., England, B., & Raut, S. A. (2021) · CBE—Life Sciences Education · doi:10.1187/cbe.20-08-0187 · Cited by 19 · see citing works
Luo, Y., Moosbrugger, M. E., Smith, D. M., France, T. J., Ma, J., & Xiao, J. (2022) · Frontiers in Public Health · doi:10.3389/fpubh.2022.898338 · Cited by 18 · see citing works
Effects of Gamification on Active and Reflective Learners' Engagement and Cognitive Load
Topu, F. B. (2023) · Kuramsal Eğitimbilim · doi:10.30831/akukeg.1130771 · Cited by 11 · see citing works
The effect of Kahoot on undergraduate student anxiety and confidence when studying statistics
Shaker, A. J., Hurst, P. S., & Marshall, E. O. (2021) · MSOR Connections · doi:10.21100/msor.v19i2.1245 · Cited by 10 · see citing works
Gamification in IT Service Management: A Systematic Mapping Study
Trinidad‐Fernández, M., Orta, E., & Ruiz, M. (2021) · Applied Sciences · doi:10.3390/app11083384 · Cited by 9 · see citing works
The Effect of Online Games on Learning Motivation and Learning Achievement
Santinah, S., & Saluky, S. (2022) · ITEJ (Information Technology Engineering Journals) · doi:10.24235/itej.v7i1.100 · Cited by 9 · see citing works
Gamification and Novelty Effect in Distance Learning During the Covid-19 Pandemic
Kratochvíl, T., Vaculík, M., & Macák, M. (2022) · Frontiers in Education · doi:10.3389/feduc.2023.1051227 · Cited by 7 · see citing works
Baepler, P. (2021) · Journal of learning spaces · Cited by 6 · see citing works
Adams, S. P. (2019) · SUNScholar (Stellenbosch University) · Cited by 4 · see citing works
Improving Stress Management Among First Graders
Vazquez, V. (2021) · Digital Commons - CSUMB (California State University, Monterey Bay) · Cited by 1 · see citing works
Flagged first, then by citations
2 of the 84 references couldn’t be matched to a known paper.
Cited by
Sorted by citations
The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review
Stanevičienė, E., & Žekienė, G. (2025) · Sustainability · doi:10.3390/su17198859 · Cited by 114 · see citing works
Gamification in collaborative learning: synthesizing evidence through meta-analysis
Slamet, T. I., & Meng, C. (2025) · Journal of Computers in Education · doi:10.1007/s40692-024-00349-4 · Cited by 34 · see citing works
The ghost effect: how gamification can hinder genuine learning
Jose, B., Cherian, J., Jaya, P., Kuriakose, L. M., & Leema, P. W. R. (2024) · Frontiers in Education · doi:10.3389/feduc.2024.1474733 · Cited by 30 · see citing works
Effects of Kahoot! on K-12 Students’ Mathematics Achievement and Multi-Screen Addiction
Πέλλας, Ν. (2024) · Multimodal Technologies and Interaction · doi:10.3390/mti8090081 · Cited by 17 · see citing works
Nguyen‐Viet, B., & Nguyen-Viet, B. (2025) · Learning and Motivation · doi:10.1016/j.lmot.2025.102101 · Cited by 16 · see citing works
Investigating Gamification to Reduce Procrastination - Systematic Literature Review
Pereira, M. B., de Classe, T. M., & Siqueira, S. W. M. (2025) · Journal on Interactive Systems · doi:10.5753/jis.2025.5412 · Cited by 12 · see citing works
Alruthaya, A. S. M., Khan, S., Saini, A., & Muthaly, S. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100824 · Cited by 12 · see citing works
Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026) · Educational Psychology Review · doi:10.1007/s10648-025-10108-1 · Cited by 11 · see citing works
“For instance, gamified designs can strengthen stu - dents’ self-efficacy when designed with progressive levels that move from simple to complex tasks, enabling learners to experience gradual mastery (Alsswey & Malak, 2024).”
Development of Kahoot-Based Learning Evaluation Instruments on Plant Parts Material
Kamilah, N. (2026) · Indonesian Journal of Education and Social Studies · doi:10.33650/ijess.v5i1.12756 · Cited by 9 · see citing works
Ameen, F. (2025) · Education Sciences · doi:10.3390/educsci15121568 · Cited by 8 · see citing works
Uhlgren, V.-V., Laato, S., Hamari, J., & Nummenmaa, T. (2024) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/3681716.3689440 · Cited by 5 · see citing works
Tello-Mendoza, R., Álvarez-Lozada, L. A., Guzmán‐López, S., Quiroga‐Garza, A., Salinas-Alvarez, Y. E., Elizondo‐Omaña, R. E., & Morton, D. A. (2025) · Anatomical Sciences Education · doi:10.1002/ase.70112 · Cited by 5 · see citing works
Hadijah, S., & McCauley, V. (2026) · Humanities and Social Sciences Communications · doi:10.1057/s41599-026-06699-x · Cited by 4 · see citing works
The Double-Edged Sword of Gamification
Zahra, N., & Ismail, A. (2025) · Advances in computational intelligence and robotics book series · doi:10.4018/979-8-3373-0035-1.ch012 · Cited by 2 · see citing works
Dampak Gamifikasi Blooket terhadap Motivasi dan Pembelajaran Ekonomi
Nuryani, E. Z., & Rafsanjani, M. A. (2025) · Khatulistiwa Jurnal Pendidikan dan Sosial Humaniora · doi:10.55606/khatulistiwa.v5i3.7354 · Cited by 2 · see citing works
Determining the effects of mathematics teaching with the gamified intelligent tutoring system
Çetin, İ., Erümit, A. K., Nabiyev, V. V., Kösa, T., & Kokoç, M. (2025) · New Review of Hypermedia and Multimedia · doi:10.1080/13614568.2025.2535697 · Cited by 2 · see citing works
Hariyanto, H., & Tiofani, S. (2025) · Gurindam Jurnal Bahasa dan Sastra · doi:10.24014/gjbs.v5i1.36191 · Cited by 2 · see citing works
Enhancing Student Knowledge Confidence Through Digital Gamification in Engineering
Elizondo-Noriega, A., Tapia-Tlatelpa, T., Alcántar-Nieblas, C., Felix-Herran, L. C., Díaz, F. S., Lozano-Taba, L. A., Forte-Celaya, M. R., Linde, A. G. S., Castorena, D. G., Ramírez-Montoya, M. S., et al. (2025) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon62633.2025.11016296 · Cited by 2 · see citing works
Zhang, J., Lin, Z., Lehita, S. N. Y. M., Yan, J. H., & Cao, C. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2539483 · Cited by 1 · see citing works
Misara, R., Mishra, S., & Verma, D. (2025) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2025.2530076 · Cited by 1 · see citing works
Habibullah, H., Yanto, D. T. P., Candra, O., Revina, R., Samala, A. D., Rawas, S., Cabanillas-García, J. L., & Arcelus-Ulibarrena, J. M. (2025) · Salud Ciencia y Tecnología · doi:10.56294/saludcyt20262605 · Cited by 1 · see citing works
Devi, I. P., Mayasari, N., & Indriani, A. (2025) · Journal of Mathematics Education and Science · doi:10.32665/james.v8i2.5114 · Cited by 1 · see citing works
Martínez, X. G. S., & Izaguirre-Bordelois, M. (2026) · Esprint Investigación · doi:10.61347/ei.v5i1.231 · Cited by 1 · see citing works
Rahim, M., Mohamed, L. A., & Haq, S. U. (2024) · Pakistan Journal of Humanities and Social Sciences · doi:10.52131/pjhss.2024.v12i3.2454
Alcívar-Lucas, M., & Alcívar-Lucas, G. (2025) · 593 Digital Publisher CEIT · doi:10.33386/593dp.2025.1.2824
Pereira, M. B., de Classe, T. M., & Diir, B. (2025) · Simpósio Brasileiro de Sistemas Colaborativos (SBSC) · doi:10.5753/sbsc_estendido.2025.6549
Empower Me - Enhancing Self-esteem Through Inclusive Digital Gaming
Baccassino, F., & Pinnelli, S. (2025) · Springer eBooks · doi:10.1007/978-3-032-01632-4_28
Volume 10, Supplementary 1 (2026)
Editorial Team IJAHS (2026) · INTERNATIONAL JOURNAL OF ALLIED HEALTH SCIENCES · doi:10.31436/ijahs.v10isupp1.1157
Boghian, I., Mareș, G., Cojocariu, V.-M., & Popescu, C.-V. (2025) · Inclusive learning and educational equity · doi:10.1007/978-3-031-98390-0_11
Chatzipetrou, P., Moll, J., & Gao, S. H. (2025) · European Conference on e-Learning · doi:10.34190/ecel.24.1.4034
Gamified Reading with Quizizz: Performance Gains and Vietnamese EFL Learner Attitudes
Nguyen, T. N. N., & TRAN, V. (2025) · International Journal of Linguistics Literature & Translation · doi:10.32996/ijllt.2025.8.10.3
An Investigation of Non-competitive Gamification Additions to an Online Course
Mahmoudi, E., & Summers, E. J. (2026) · Lecture notes in networks and systems · doi:10.1007/978-3-032-02999-7_12
Rito, P. N. (2025) · International Symposium on Computers in Education · doi:10.1109/siie68580.2025.11368346
Laksanasut, S. (2026) · วารสารสังคมศึกษาปริทรรศน์ · doi:10.64186/jsp2899
Dataset of Students for Learning Analytics with Gamification
Bosmos, F., Kosta, E., Sakkas, K., Ntagka, N. E., & Γιαννακέας, Ν. (2026) · Data · doi:10.3390/data11030044
Media Digital Berbasis Game Edukatif Kahoot Untuk Mendorong Motivasi Belajar Peserta Didik
Aini, F. Q., Shabirah, N. K., Raihan, Z. Z., & Anbiya, B. F. (2025) · Journal of Learning Technology and Innovation · doi:10.64850/jolti.v1i1.103
Digital game-based learning: A catalyst for EFL self-efficacy among Indonesian vocational students
Zuhriya, N. A., Sabat, Y., & Wafiroh, L. H. (2026) · Jurnal Inspirasi Pendidikan · doi:10.21067/jip.v16i1.13664
Cahyaningtyas, R., & Putri, N. A. (2026) · JURNAL PENDIDIKAN IPS · doi:10.37630/jpi.v16i2.4244
Wardani, I. K., Sucipto, Huda, N., & Sunardjo (2026) · Education and Human Development Journal · doi:10.33086/ehdj.v11i1.8703
Carranza, V. N. C., & Castillo, J. B. S. (2026) · Revista Scientific · doi:10.29394/scientific.issn.2542-2987.2026.11.39.3.43-55
Case Studies of AI and Game-Based Approaches to Literacy Learning
George, S., Chanti, S., & George, J. P. (2026) · Advances in computational intelligence and robotics book series · doi:10.4018/979-8-3373-7472-7.ch002
Ilda, Y., Musli, Mustar, Uluum, D. C., Padol, A., & Hussin, M. (2026) · Al-Muyassar Journal of Arabic Education · doi:10.31000/vtby2q18
Pum, M. (2026) · Educational Technology Quarterly · doi:10.55056/etq.1304
Learning Challenges in Design Education and Barriers to Gamification Adoption
Guo, Y., Zolotova, M., Grasso, F., Imparato, M., & Li, N. (2026) · International Journal of Art & Design Education · doi:10.1111/jade.70051
Volume 9, Supplementary 1 (2025)
Editorial Team IJAHS (2025) · INTERNATIONAL JOURNAL OF ALLIED HEALTH SCIENCES · doi:10.31436/ijahs.v9isupp1.1038
Suryawathy, I. G. A., Sin, L. G., Putra, I. G. C., & Mendra, N. P. Y. (2026) · International Journal of Accounting & Finance in Asia Pasific · doi:10.32535/ijafap.v9i3.5067
Penguatan Literasi Kebencanaan dan Pemulihan Psikososial Siswa Melalui Kahoot! dan Mindfulness App
Sagita, M., Qadriah, L., Devi, D., Mubarat, K., & Nabila, N. (2026) · SWARNA Jurnal Pengabdian Kepada Masyarakat · doi:10.55681/swarna.v5i9.4282
Exploring the effect of technostress on psychological detachment in university students
Cueva, C. C., & Del-Aguila-Arcentales, S. (2026) · Kybernetes · doi:10.1108/k-05-2026-1237
- Authors
- alsswey, A., & Malak, M. Z.
- Affiliations
- Al-Zaytoonah University of Jordan (JO)
- Corresponding author
- Malak, Malakeh.Z.
- Venue
- Learning and Motivation
- Publisher
- Elsevier BV
- Published
- 2024-08
- Volume
- 87
- Pages
- 101993
- ISSN
- 0023-9690 (ISSN-L)
- OpenAlex
- W4395475586
- Cited by
- 33
- References
- 84
- Citations by year
- 2026: 12 · 2025: 18 · 2024: 3
- FWCI
- 25.94
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Learning and Motivation (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Student Stress and Coping
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Education, Achievement, and Giftedness
- Keywords
- gamification, Kahoot, student stress, anxiety symptoms, self-efficacy, academic performance, university students, educational technology, psychological well-being
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
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