The DOI matches its Crossref record; 8 of the 8 references it cites were found in a registry or an index.
Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices
Abstract
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning tool that can easily be used to add vitality, student engagement, and meta-cognitive supports to higher education classrooms with limited instructor or student training required. The free online learning platform has gained wide acceptance globally with more than 30 million users worldwide, and it is based on current user-centered and behavioral design methodologies. Student responses and our experiences using Kahoot! in graduate and undergraduate classrooms indicate that students welcome the use of this game. The real-time feedback provides opportunities for professors in various disciplines to tailor their instruction based on student understanding on quizzes while the surveys allow for anonymous classroom participation, which further engages all students.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
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?
In the citing paper
“However, despite strong evidence that Kahoot! and other GSRSs increase student attention, motivation and engagement, it remains unclear whether Kahoot!leads to greater learning outcomes than traditional methods and SRSs (e.g.Méndez and Slisko 2013;Plump and LaRosa 2017).”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Plump and LaRosa 2017
In the citing paper
“Kahoot!, like other GSRSs, fosters motivation and engagement (Barrio et al. 2016;Wang and Lieberoth 2016) and improves classroom dynamics as the system provides students with real-time feedback of their performance, and to some extent adapt teaching activities based on students' responses to quizzes (Plump and LaRosa 2017).”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Plump and LaRosa 2017
In the citing paper
“This supports previously documented positive effects of GSRS use on learning (Ismail and Mohammad 2017;Méndez and Slisko 2013;Plump and LaRosa 2017) and is consistent with Novak's (1998) model of meaningful learning.”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Plump and LaRosa 2017
In the citing paper
“The themes identified support the previous studies that have found a positive effect of GSRSs on, for instance, classroom dynamics, motivation, social interaction, attention, (Méndez and Slisko 2013), willingness to prepare for class and learning (Plump and LaRosa 2017;Wang 2015;Wang and Lieberoth 2016).”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Plump and LaRosa 2017
Citations
Cites
Kapp, K. M. (2012) · Cited by 3,753
Clark, R. C., Mayer, R. E., & Thalheimer, W. (2003) · Performance Improvement Journal · doi:10.1002/pfi.4930420510 · Cited by 2,257
Using game theory and Competition-based Learning to stimulate student motivation and performance
Burguillo, J. C. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.02.018 · Cited by 686
Essentials of Learning for Instruction
Gagné, R. M. (1988) · Cited by 464
Digital game‐based learning once removed: Teaching teachers
Becker, K. (2007) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2007.00711.x · Cited by 246
Bergin, S., & Reilly, R. B. (2005) · ACM SIGCSE Bulletin · doi:10.1145/1047124.1047480 · Cited by 242
TEACHING WITH GAMES: THE MINESWEEPER AND ASTEROIDS EXPERIENCE
Becker, K. (2001) · doi:10.11575/prism/30356 · Cited by 152
The Rock Stars of eLearning: An interview with Karl Kapp
Raymer, R. (2013) · eLearn · doi:10.1145/2524222.2524223 · Cited by 4
Research works printed but not linked: 2
- Becker K., 2001, Journal of Computing in Small Colleges, 17, 23
- Kumar D., 1999, ACM Intelligence Magazine, 10
Cited by
Sorted by citations
Items 101–200 of 374
Sala de Aula Invertida: Recomendações e Tecnologias Digitais para sua Implementação na Educação
Bottentuit, J. B. (2019) · RENOTE · doi:10.22456/1679-1916.96583 · Cited by 14
Paristiowati, M., Yusmaniar, Y., Nurhadi, M. F., et al. (2020) · Journal of Physics Conference Series · doi:10.1088/1742-6596/1521/4/042069 · Cited by 14
“The Kahoot application attracts students' enthusiasm and increases the activeness of students in learning [21].”
BackgroundTeachers’ Perception of Advantages and Disadvantages of Kahoot!
Rajabpour, A. (2021) · English Linguistics Research · doi:10.5430/elr.v10n4p49 · Cited by 25
“These findings are in disagreement with most of the previous literature on GSRS. Wang and Lieberoth (2016), Plump and LaRosa (2017), Licorish et al. (2018) described GSRS as tools resulting in higher levels of focus during lectures.”
BackgroundResultAnalysis of the effectiveness of using Kahoot! in university degrees in building engineering
Bienvenido-Huertas, D., Rubio-Bellido, C., & León-Muñoz, M. (2023) · Journal of Technology and Science Education · doi:10.3926/jotse.1984 · Cited by 15
Asking the classroom with technology: a systematic literature review
Alam, T. M., Stoica, G. A., & Özgöbek, Ö. (2025) · Smart Learning Environments · doi:10.1186/s40561-024-00348-z · Cited by 18
“It allows for anonymous interaction, overcoming communication detention in engaging students (Plump & LaRosa, 2017), break up lectures, refocus students (Sun & Hsieh, 2018), promote active learning (Malandrino et al., 2014), and facilitate peer discussions (Hu & Huang, 2015).”
InfluentialTechnology Enabled Formative Assessment in Medical Education: A Pilot Study through Kahoot
Youhasan, P., & Raheem, S. (2019) · Education in Medicine Journal · doi:10.21315/eimj2019.11.3.3 · Cited by 15
Active and Interactive Learning Through Quizlet and Kahoot
Sari, D. E., Ftriani, S. A., & Saputra, R. C. (2020) · International Conference on Online and Blended Learning (ICOBL) · doi:10.2991/assehr.k.200521.025 · Cited by 13
“The findings substantiate previous research in supporting the use of Kahoot! in fostering our understanding of classroom dynamics, enhanced lecturer-student engagement, and more constructive discussions with peers [9].”
ResultOnline Quiz as Exit Ticket: Using Technology to Reinforce Learning in Face to Face Classes
Kirzner, R. S., Alter, T., & Hughes, C. A. (2021) · Journal of Teaching in Social Work · doi:10.1080/08841233.2021.1898521 · Cited by 21
“It has been shown to be easy to use, even for technology novices (Plump & LaRosa, 2017).”
BackgroundUsing Technology to Increase Opportunities to Respond
Rila, A., Estrapala, S., & Bruhn, A. L. (2019) · Beyond Behavior · doi:10.1177/1074295619835207 · Cited by 13
The effectiveness of socrative and kahoot to teach grammar to students with different interest
Maesaroh, M., Faridi, A., & Bharati, D. A. L. (2020) · English Education Journal · doi:10.15294/eej.v10i1.36696 · Cited by 13
Gamifying online learning: An evaluation of Kahoot’s effectiveness in promoting student engagement
Tandiono, R. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12800-1 · Cited by 26
“This finding adds nuance to the existing studies that primarily emphasize the benefits of the immediate feedback of Kahoot! with little attention to the flexible time (e.g. Aljaloud et al., 2015 ; Plump & LaRosa, 2017 ; Wang & Tahir, 2020 ).”
InfluentialTeachers’ and Learners’ Perceptions Towards Digital Game-Based Learning in ESL Classroom
Alhebshi, A. A., & Halabi, M. S. (2020) · Journal for the Study of English Linguistics · doi:10.5296/jsel.v8i1.17353 · Cited by 12
“Plump and LaRosa (2017) said that “Kahoot” is a digital game, which assists teachers and students.”
BackgroundRaw, S. D. M., & Ismail, H. H. (2021) · International Journal of Academic Research in Progressive Education and Development · doi:10.6007/ijarped/v10-i3/10756 · Cited by 14
“According to Plump and LaRosa (2017), online tools provide a positive learning environment in the classroom that encourage idea exploration and make learning more enjoyable that eventually lead the learners to feel motivated in enhancing their understanding of what is being taught.”
BackgroundTowards an Engaging and Gamified Online Learning Environment—A Real CaseStudy
Portela, F. (2022) · Information · doi:10.3390/info13020080 · Cited by 13
Nicolaou, C., Matsiola, M., & Kalliris, G. M. (2022) · Education Sciences · doi:10.3390/educsci12110836 · Cited by 17
The Gamification Tool For The Classroom Response Systems: Kahoot
Gündüz, A. Y., & Akkoyunlu, B. (2019) · Hacettepe University Journal of Education · doi:10.16986/huje.2019052870 · Cited by 12
“…Şimşek, 2017); it is enjoyable and helpful for learning (Grinias, 2017; Bolat, Şimşek and Ülker, 2017); it increases attendance and competition (Kapp, 2012; Plump and Larosa, 2017; Rodriguez-Fernandez, 2017); and it ensures attention and motivation (Wang and Zhu, 2016; Yapıcı and Karakoyun, 2017).”
BackgroundEffect of in-class group clicker-quiz competition on student final exam performance
Priego‐Quesada, J. I., Jimenez‐Perez, I., de Anda, R. M. C. O., et al. (2019) · AJP Advances in Physiology Education · doi:10.1152/advan.00032.2019 · Cited by 12
“Among the different options of gamification used in the classrooms, clicker quizzes can provide, when used to enhance the motivational, competitive, and ludic environment, a method of testing to be widely used by the teaching community (5, 20, 23).”
BackgroundZhang, Q., & Yu, Z. (2022) · Education Research International · doi:10.1155/2022/9855328 · Cited by 17
ENHANCING STUDENT MOTIVATION WITH KAHOOT! - A CASE STUDY IN ENGLISH AND MATHEMATICS
País, S., Pires, A., & Chagas, L. (2018) · EDULEARN proceedings · doi:10.21125/edulearn.2018.1328 · Cited by 11
Incorporating Kahoot! in core engineering courses: Student engagement and performance
Chernov, V., Klas, S., & Shaharabani, Y. F. (2021) · Journal of Technology and Science Education · doi:10.3926/jotse.1269 · Cited by 14
“Technology-enriched lessons can contribute to improving students’ engagement and learning in engineering courses (Plump & LaRosa, 2017; Vial, Nikolic, Ros, Stirling & Doulai, 2015).”
BackgroundIdowu, A., Nat, M. C., & Kissi, P. S. (2020) · Acta Scientiarum. Technology/Acta scientiarum. Technology · doi:10.4025/actascitechnol.v42i1.47347 · Cited by 12
“This finding is consistent with a previous study (Plump & LaRosa, 2017).”
BackgroundResultInfluentialO uso das metodologias ativas como estratégias de ensino da medida da pressão arterial
Bachur, C. K., Bachur, J. A., Candido, S. D. S., et al. (2020) · Journal of Human Growth and Development · doi:10.7322/jhgd.v30.11112 · Cited by 11
The effect of Kahoot! learning media on learning outcomes of German language students
Litualy, S. J., Serpara, H., & Wenno, E. C. (2022) · Journal of Education and Learning (EduLearn) · doi:10.11591/edulearn.v16i2.20458 · Cited by 17
“Kahoot! educational game in education is one sort of learning that is designed and organized around games that are simple to develop, distribute, and play anywhere, at any time, and by anybody [27].”
BackgroundMahpouya, F., Burris, C., Paul, H., et al. (2026) · IISE Transactions · doi:10.1080/24725854.2026.2645062 · Cited by 10
Lv, J. (2023) · Current Psychology · doi:10.1007/s12144-023-04884-8 · Cited by 13
“The undergraduate students expressed a positive reception towards the game-based approach, exhibiting heightened levels of engagement and motivation throughout the learning process (Plump & LaRosa, 2017).”
ICT Integration in Learning of Physics in Secondary Schools in Kenya: Systematic Literature Review
Awuor, F. M., & Okono, E. O. (2022) · Open Journal of Social Sciences · doi:10.4236/jss.2022.109027 · Cited by 10
Cordero, G. D. R. C., Guevara-Vizcaíno, C. F., & Erazo-Álvarez, C. A. (2022) · 593 Digital Publisher CEIT · doi:10.33386/593dp.2022.4-2.1426 · Cited by 14
Gamificación en el desarrollo del pensamiento lógico matemático en universitarios
Cedeño, C. E. G., Abad-Escalante, K. M., & Caceres, F. D. S. T. (2020) · 3C TIC Cuadernos de desarrollo aplicados a las TIC · doi:10.17993/3ctic.2020.93.107-145 · Cited by 25
FLIPPED CLASSROOM AND KAHOOT IN PHYSICS LEARNING: IMPROVING STUDENTS’ MOTIVATION LEARNING
Astuti, I. A. D., Bhakti, Y. B., Sumarni, R. A., Sulisworo, D., & Toifur, M. (2021) · International Journal of Educational Management and Innovation · doi:10.12928/ijemi.v2i2.3491 · Cited by 10
“Requiring the instructor or the training of students is limited; it is a means to provide vitality, student participation, and meta-cognitive support to class (Plump & LaRosa, 2017).”
BackgroundChan, D. W. M., Lam, E. W. M., & Adabre, M. A. (2023) · Sustainability · doi:10.3390/su15129177 · Cited by 10
Reading engagement, achievement and learning experiences through kahoot
Rachman, D., Soviyah, S., Fajaruddin, S., & Pratama, R. A. (2020) · LingTera · doi:10.21831/lt.v7i2.38457 · Cited by 14
Paper versus online quizzes: Which is more effective?
Sevim-Cirak, N., & İslim, Ö. F. (2022) · Active Learning in Higher Education · doi:10.1177/14697874221079737 · Cited by 12
“Hence, Kahoot! may be used as a supplemental teaching tool, and through which students may enhance their metacognitive abilities and short-term memory recall (Plump and LaRosa, 2017), but not necessarily increase their retention level.”
BackgroundThe Next Generation of Pedagogy: Reflections from EdTech Leaders
Ritter, B., Gopalkrishnan, S. S., & Sockbeson, C. S. (2023) · Organizational Behavior Teaching Review · doi:10.1177/10525629231206182 · Cited by 9
Alsswey, A., AlObaydi, B. A. A., & Alqudah, A. M. A. (2024) · International Journal of Religion · doi:10.61707/565z9c91 · Cited by 14
“These findings are in line with previous studies,(Licorish, Owen, Daniel, & George, 2018; Muhridza, Rosli, Sirri, & Samad, 2018; Plump & LaRosa, 2017) supporting the use of Kahoot! in enhancing engagement, interacting, understanding learner content, and reducing anxiety.”
ResultMobile learning in forestry education
Tereshchenko, S., Zagorskaya, M., Polyanskaya, O. A., et al. (2020) · IOP Conference Series Earth and Environmental Science · doi:10.1088/1755-1315/507/1/012031 · Cited by 9
Polar knowledge of US students as indicated by an online Kahoot! quiz game
Pfirman, S., Hamilton, L. C., Turrin, M., Narveson, C., & Lloyd, C. A. (2021) · Journal of Geoscience Education · doi:10.1080/10899995.2021.1877526 · Cited by 9
Możliwości wykorzystania grywalizacji w zdalnej edukacji
Para, A. (2021) · e-mentor · doi:10.15219/em88.1499 · Cited by 9
Shra’ah, M. H. A. (2021) · IUG Journal of Educational and Psychological Studies · doi:10.33976/iugjeps.29.1/2021/27 · Cited by 12
Kahoot! Sebagai Inovasi Evaluasi Hasil Belajar Siswa Yang Efektif Dan Menyenangkan
Santoso, J. T. B., & Widiyanti, A. (2022) · JINoP (Jurnal Inovasi Pembelajaran) · doi:10.22219/jinop.v8i2.21384 · Cited by 17
Dispositivos Móviles en Educación Superior: la experiencia con Kahoot!
Leal, G. G., & Vila, R. D. C. (2020) · Dirección y Organización · doi:10.37610/dyo.v0i70.565 · Cited by 9
Liu, Z., Yu, R., Yao, X., & Yan, Q. (2025) · Nurse Education Today · doi:10.1016/j.nedt.2025.106689 · Cited by 10
The Effect of Online Gamification Quiz Application on Vocabulary Mastery for Young English Learners
Purnawan, N., Padmadewi, N. N., & Budiarta, L. G. R. (2022) · Jurnal Inovasi dan Teknologi Pembelajaran · doi:10.17977/um031v9i12022p033 · Cited by 8
A STUDY ON THE POTENTIAL OF GAME BASED LEARNING FOR SUSTAINABILITY EDUCATION
Scurati, G. W., Kwok, S. Y., Ferrise, F., et al. (2023) · Proceedings of the Design Society · doi:10.1017/pds.2023.42 · Cited by 8
“Each area was followed by an open question asking for additional comments, a similar approach was used by Plump and LaRosa (2017).”
BackgroundMethodInfluentialPașcu, M. (2024) · Cogent Education · doi:10.1080/2331186x.2024.2352320 · Cited by 27
“Kahoot platform features relevant benefits: the options to download, review and save students ’ results (Plump & LaRosa, 2017).”
Competitive Games as Formative Assessment in Informal Science Learning: Improvement or Hindrance?
Obery, A., Lux, N. J., Cornish, J., Grimberg, B. I., & Hartshorn, A. (2021) · TechTrends · doi:10.1007/s11528-021-00619-3 · Cited by 10
Interactive student response system with iBeacon and web-socket for flipped classroom learning
Tsai, H.-H., Chang, C.-T., Hou, X.-Y., Yong, Y.-M., Chiou, K., & Yu, P.-T. (2019) · Journal of Computing in Higher Education · doi:10.1007/s12528-019-09226-x · Cited by 10
“Consequently, in the classroom, how to get students’ engagement and immediate feedback or response is a critical research for blended learning (Plump and LaRosa 2017).”
BackgroundImplementing 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
“Kahoot! is generally popular among university students since the game makes learning fun (Bicen & Kocakoyun, 2017; Plump & LaRosa, 2017).”
BackgroundInfluentialHossain, M. K., & Younus, M. A. A. (2024) · Journal of Critical Studies in language and literature · doi:10.46809/jcsll.v5i1.251 · Cited by 7
“The existing literature highlights that Kahoot! has emerged as a popular tool, with over 70 million active users globally, and has been utilized across diverse educational contexts (Wang & Tahir, 2020; Plump & LaRosa, 2017).”
BackgroundUsing Genially and Kahoot for Implementing CLIL in EFL Higher Education
Castillo-Cuesta, L., Cabrera-Solano, P., & Ochoa-Cueva, C. (2024) · International Journal of Learning Teaching and Educational Research · doi:10.26803/ijlter.23.7.13 · Cited by 16
The Effects of Gaming on University Student Quiz Performance
Gist, C., Andzik, N. R., Smith, E. E., Xu, M., & Neef, N. A. (2019) · Journal of Effective Teaching in Higher Education · doi:10.36021/jethe.v2i1.11 · Cited by 9
“Anecdotal reports suggest other benefits of GSRS when used as informal assessments or study tools (Plump & LaRosa, 2017; Wang, 2015).”
Gamification Meets Mobile Learning
Apandi, A. M. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch061 · Cited by 7
Salleh, N. S. N. M., Hamid, R., Rahman, K. A., Abidin, I. F. Z., & Zawawi, A. S. (2022) · Jurnal Intelek · doi:10.24191/ji.v17i1.15901 · Cited by 8
“Plump and LaRosa (2017) also revealed that Kahoot! is easy to be used in any learning activity as it does not require lecturers and students to have any initial training to use it.”
BackgroundSagala, R. W., & Rezeki, T. I. (2022) · SALTeL Journal (Southeast Asia Language Teaching and Learning) · doi:10.35307/saltel.v5i01.82 · Cited by 7
“As the e-learning advantages of student engagement and rapid feedback are understood, instructional games are receiving greater attention in the classroom (Plump & LaRosa, 2017).”
BackgroundKelly, A. E., & Cuccolo, K. (2022) · College Teaching · doi:10.1080/87567555.2022.2071825 · Cited by 7
“Additionally, since the game provides real-time feedback, Kahoot! can allow instructors to clarify points of confusion and tailor subsequent instruction (Plump and LaRosa 2017; Warsihna, Ramdani, and Prakoso 2019).”
BackgroundSibatuara, U. D. (2021) · Edukasi Jurnal Pendidikan dan Pengajaran · doi:10.19109/ejpp.v8i1.8285 · Cited by 11
Alamanda, D. T., Anggadwita, G., Ramdhani, A., Putri, M. K., & Susilawati, W. (2019) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-5225-7473-6.ch010 · Cited by 7
Limniou, M., & Mansfield, R. (2019) · Creative Education · doi:10.4236/ce.2019.101003 · Cited by 10
“Kahoot and PollEveryWhere are online (game-based) student response systems which allow students to answer questions in real-time, obtain statistics based on whole class responses and assess their level of understanding (Firsing, Yannessa, McGough, Delport, Po, & Brown, 2017; Plump & LaRosa, 2017).”
BackgroundTopçu, S. (2023) · Jurnal Berita Ilmu Keperawatan · doi:10.23917/bik.v16i1.1499 · Cited by 6
López, I. J. P., Navarro-Mateos, C., & Mora-González, J. (2023) · Retos · doi:10.47197/retos.v50.99960 · Cited by 6
Technology-Assisted Student-Centered Learning for Civil Engineering Students
Rollakanti, C. R., Naidu, V. R., Manchiryal, R. K., & Poloju, K. K. (2020) · Advances in Science, Technology & Innovation/Advances in science, technology & innovation · doi:10.1007/978-3-030-32922-8_18 · Cited by 6
Formative Assessment Methods for Middle Level Classrooms
Conderman, G., Blood, E., & Young, N. (2020) · The Clearing House A Journal of Educational Strategies Issues and Ideas · doi:10.1080/00098655.2020.1778615 · Cited by 6
WISE 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
“One of the studies, Kahoot! [20]-[24], have warranted strong results from using technology in studying and made learning more fun, engaging, interactive and social.”
BackgroundStudents’ 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
“Plump & LaRosa (2017) stated that certain students reported challenges in maintaining their motivation when they were unable to achieve success in the game.”
BackgroundCOMPETITION AS LEADERSHIP PEDAGOGY: An Initial Analysis of the Collegiate Leadership Competition
Rosch, D. M., & Headrick, J. F. (2020) · Journal of Leadership Education · doi:10.12806/v19/i2/r1 · Cited by 6
“One study among undergraduate and graduate students showed that the use of Kahoot!, a popular e-learning tool that allows quiz competitions inside the classroom, was embraced by the students and allowed professors to adapt instruction resulting from student understanding (Plump & LaRosa, 2017).”
Backgroundde Moffarts, G., & Combéfis, S. (2020) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie44824.2020.9273992 · Cited by 6
“Recently, Kahoot!”
BackgroundInfluentialArini, Y., & Sulistyarini, I. (2021) · LEKSEMA Jurnal Bahasa dan Sastra · doi:10.22515/ljbs.v6i1.3477 · Cited by 6
THE DEVELOPMENT OF ONLINE LEARNING GAME ON LINEAR PROGRAM COURSES
Wijayanto, Z., Setiana, D. S., & Kusumaningrum, B. (2022) · Infinity Journal · doi:10.22460/infinity.v11i1.p133-144 · Cited by 6
“Based on the results of development testing, it was concluded that Kahoot! easy to apply in learning because it does not require special training for students and can be easily accessed via a smartphone or PC (Plump & LaRosa, 2017).”
BackgroundAlzaid, F. (2018) · doi:10.82308/12259 · Cited by 6
Kahoot! Games Enhance Vocabulary Learning?
Katemba, C. V., Tobing, J. H. L., & Putri, T. A. (2022) · Revija za elementarno izobraževanje · doi:10.18690/rei.15.3.393-408.2022 · Cited by 8
Use of Kahoot! to promote interactivity and social learning during multiple-choice questions
Solanki, P., Khan, O., & Iqbal, M. (2018) · BMJ Simulation & Technology Enhanced Learning · doi:10.1136/bmjstel-2018-000337 · Cited by 5
Cigognini, M. E., & Nardi, A. (2024) · European Journal of Open Distance and E-Learning · doi:10.2478/eurodl-2024-0011 · Cited by 5
Culturally-Centric Outreach and Engagement for Underserved Groups in STEM
Cummings, D., Cheeks, L., & Robinson, R. (2018) · ACM Technical Symposium on Computer Science Education (SIGCSE) · doi:10.1145/3159450.3159565 · Cited by 5
Gamification Meets Mobile Learning
Apandi, A. M. (2019) · Advances in higher education and professional development book series · doi:10.4018/978-1-5225-7832-1.ch009 · Cited by 7
Liu, J. Y. W., Kor, P. P. K., & Kwan, R. Y. C. (2020) · Innovations in Education and Teaching International · doi:10.1080/14703297.2020.1861963 · Cited by 5
“In addition, the real-time feedback that the students gave after the online in-class quizzes provided opportunities for the teachers to adjust the contents of their teaching (Plump & LaRosa, 2017).”
BackgroundImproving 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
“In other words, vocabulary proficiency relates to language proficiency [5][6].”
BackgroundSingh, C. K. S. (2021) · Türk bilgisayar ve matematik eğitimi dergisi · doi:10.17762/turcomat.v12i3.657 · Cited by 8
“The outcomes of the study are in agreement with those of Plump and LaRosa (2017) and Wang (2015), which concluded that gamification learning approach can drive forward the motivation, active participation and academic achievement of the students.”
ResultMedia 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
“Seharusnya hal ini menjadi catatan untuk guru agar bisa membuat pembelajaran yang menarik dan lebih kreatif, misalnya dalam pembelajaran maaupun latihan evaluasi guru bisa memberikan pembelajaran dengan menggunakan teknologi (Licorish, Owen, Daniel, & George, 2018; Plump & LaRosa, 2017).”
Ponnaiah, P., & Aziz, A. A. (2022) · International Journal of Academic Research in Progressive Education and Development · doi:10.6007/ijarped/v11-i2/12275 · Cited by 5
“Kahoot provided both active and passive learners with positive attitude and learning styles (Plump & LaRosa, 2017).”
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
“Congruently, Plump and LaRosa (2017), being congruent with (Charbonneau, 2018), revealed that the majority of the participants reported that Kahoot helped them with conceptual understanding, i.e. helped them understand concepts better.”
BackgroundInfluentialGAMIFICATION OF IN-CLASSROOM DIAGRAM DESIGN FOR SCIENCE STUDENTS
Mallas, A., & Xenos, M. (2019) · doi:10.33965/el2019_201909f029 · Cited by 5
“1 which has been proven valuable in classroom, since it adds positive energy, support concept exploration, and adds fun to the classroom (Plump and LaRosa, 2017).”
BackgroundOnline English Vocabulary Teaching Using Kahoot! for Students with Special Needs
Anandha, A., Anggraheni, D., & Yogatama, A. (2020) · Scripta English Department Journal · doi:10.37729/scripta.v7i2.829 · Cited by 5
Five Years of Kahoot! in the Classrooms – What does Research Tell Us?
Murawski, M., Hasan, M. T., & Bick, M. (2019) · EDEN Conference Proceedings · doi:10.38069/edenconf-2019-ac-0057 · Cited by 5
“514 Connecting through Educational Technology – EDEN Annual Conference Proceedings, 2019, Bruges ISBN 978-615-5511-27-1 Plump and LaRosa (2017) ✔ ✔ ✔ ✔ ✔ ✔ ✔”
BackgroundInfluentialKahoot – A Game- Based Formative Assessment Tool During the Covid-19 Movement Control Order
Rosdy, S. N. A., & Yunus, M. M. (2021) · International Research in Education · doi:10.5296/ire.v9i2.18413 · Cited by 7
“Other than that, more recent studies have also found that game-based learning can improve students’ motivation, foster learning engagement and provide effective feedback (Plump & LaRosa, 2017; Wang, Zhu, & Saetre, 2016).”
ResultComputer educators' perception of the utilization of online assessment in the Covid‐19 era
Lu, S., Eloanyi, C. B., & Olelewe, C. J. (2023) · Computer Applications in Engineering Education · doi:10.1002/cae.22618 · Cited by 8
“…is a game ‐ based student response system (GSRS) or gamification technique integrated into student response systems that make use of game principles and student response systems tools to support learning, engagement, motivation, and fun during the learning and assessment processes [58, 64, 74].”
BackgroundAlawadhi, A., & Thabet, R. A. (2023) · Lecture notes in civil engineering · doi:10.1007/978-3-031-27462-6_11 · Cited by 12
Sianturi, A. D., & Hung, R.-T. (2023) · IEEE International Conference on Electronic Communications, Internet of Things and Big Data (ICEIB) · doi:10.3390/engproc2023038078 · Cited by 7
Praxis-Oriented Teaching of Project Management Skills for STEM Students in Higher Education
Rich, B. M., Kretschmer, D., Goldmann, C., et al. (2018) · IEEE International Conference on Teaching, Assessment, and Learning for Engineering · doi:10.1109/tale.2018.8615345 · Cited by 5
A Gamification Approach to Teaching and Learning for Pupils with Special Needs in Primary Schools
Karunamoorthy, R., & Tahar, M. M. (2020) · doi:10.32698/gcs-04303 · Cited by 4
Evaluation of University Students’ Views on the Gamified Classroom Model
Zhumasheva, T., Aymoldanovna, A. A., Zhiyenbayeva, S., Ussenovа, А., Nurgaliyeva, D., & Hamiti, M. (2022) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v17i16.32189 · Cited by 8
Évolution du cours magistral : vers une négociation didactique entre acteurs
Mocquet, B. (2024) · Distances et médiations des savoirs · doi:10.4000/11vlp · Cited by 4
Game-Based Learning in ESL Classrooms: A Focus on Gimkit and Other Apps
Chang, X., & Chang, C. (2025) · International Journal of Higher Education · doi:10.5430/ijhe.v14n1p1 · Cited by 10
Mohammadi, A., Aazami, S., & Azizifar, A. (2025) · Nursing Research and Practice · doi:10.1155/nrp/3518943 · Cited by 4
“Compared to other tools such as Quizlet or Socrative, Kahoot! has the added advantage of combining audiovisual stimulation with real-time feedback and leaderboard features, making it especially efective in capturing students’ attention and encouraging participation [19, 20].”
Tackling online disinformation through media literacy in Spain: The project ‘Que no te la cuelen’
Pérez, N. C., & Montagut, M. (2021) · Catalan Journal of Communication & Cultural Studies · doi:10.1386/cjcs_00044_7 · Cited by 4
Trinh, M. P. (2021) · Management Teaching Review · doi:10.1177/23792981211056921 · Cited by 4
“They can be a valuable addition to the management educator’s toolbox, especially when games usable in online contexts (e.g., Chuang, 2020; Plump & LaRosa, 2017) are still relatively rare.”
BackgroundUsing Quizizz™ in the Management Classroom
Sockbeson, C. S. (2022) · Management Teaching Review · doi:10.1177/23792981221126504 · Cited by 4
Riyandi, M. A. O., Santoso, H. B., & Putra, P. O. H. (2023) · Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) · doi:10.29207/resti.v7i4.4928 · Cited by 4
“Other than the platform, the game that applied game-based learning also advanced in terms of features, from offline [19]– [22] to support online activity [14], [23]–[25].”
BackgroundLicorish, S. A., & Lotter, A. (2022) · Journal of Information Systems Education · doi:10.62273/lvah6456 · Cited by 5
Game Based Pedagogy System for Assessment using Features Like OCR and Speech-To-Text Recognition
Jain, A., Shah, P., Punamiya, A., et al. (2020) · International Journal of Emerging Science and Engineering · doi:10.35940/ijese.k2482.1061120 · Cited by 4
A literature survey on student feedback assessment tools and their usage in sentiment analysisPreprint
Aryal, H. (2021) · arXiv (Cornell University) · doi:10.48550/arxiv.2109.07904 · Cited by 8
“Saucerman 2017 Kahoot!, SurveyMonkey Evaluated the benefits of gamification on students in the particular context of a student response system (SRS) Student motivation, enjoyment, and encouragement to collaborate [35] C.”
BackgroundDuvignau, R. (2025) · Proceedings of the 30th ACM Conference on Innovation and Technology in Computer Science Education V. 1 · doi:10.1145/3724363.3729086 · Cited by 3
“Kahoot [7, 18, 27, 32] (cf. Fig.”
Metadata
- Authors
- Plump, C. M., & LaRosa, J.
- Affiliations
- La Salle University (US)
- Drexel University (US)
- Corresponding author
- Plump, Carolyn M.
- Venue
- Management Teaching Review
- Publisher
- SAGE Publications
- Published
- 2017-02-06
- Volume
- 2
- Issue
- 2
- Pages
- 151-158
- ISSN
- 2379-2981 (ISSN-L)
- OpenAlex
- W2586278820
- Semantic Scholar
- f5261fb1bdeca82f001c11fa529b87a1c4084d50
- Cited by
- 378
- References
- 7
- Citations by year
- 2026: 20 · 2025: 32 · 2024: 34 · 2023: 39 · 2022: 55 · 2021: 82 · 2020: 56 · 2019: 35 · 2018: 19 · 2017: 6
- FWCI
- 62.94
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Management Teaching Review (publishedVersion)
- Funders
- De La Salle University
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methods
- Social Sciences › Education › Technology-Enhanced Education Studies
- Keywords
- Kahoot, game-based learning, student engagement, active learning, online learning, higher education, real-time feedback, metacognition, behavioral design, user-centered design, classroom quizzes, anonymous survey, undergraduate and graduate students
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