Cited by 51Educational Games and GamificationStudent Stress and CopingEducation, Achievement, and Giftedness

Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students

alsswey, Ahmed, Malak, Malakeh.Z.·2024·Learning and Motivation

Integrity signals

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Crossref · 10.1016/j.lmot.2024.101993

Cites

82 of 82 references verified0 citation errors · 0 not checkable

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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
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

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