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 301–374 of 374
Gamification of In-Classroom Diagram Design for Science StudentsPreprint
Mallas, A., & Xenos, M. (2019) · arXiv (Cornell University) · doi:10.48550/arxiv.1910.05327
“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).”
BackgroundRío, M. Á. M. D., Cornejo, V. M. R., Rodríguez, M. R., & Ortiz, J. S. (2019) · Congreso Internacional sobre Aprendizaje, Innovación y Competitividad (CINAIC) · doi:10.26754/cinaic.2019.0026
“…herramienta de eLearning, fácil de aprender y de usar, que consigue la participación y compromiso del alumnado, añadiendo vitalidad y apoyos meta-cognitivos (retroalimentación instantánea, p.e.) a las clases de educación superior con muy poco esfuerzo del profesorado (Plump & LaRosa, 2017).”
BackgroundGiving a Great Lecture: Going from Fine to Fantastic
Gilbey, P. (2020) · Springer eBooks · doi:10.1007/978-3-030-41780-2_3
Virtuelles Pubquiz: (k)ein Kahoot! mit Mehrwert
Höfler, E., Strasser, T., Buchner, J., & Weißenböck, J. (2020) · DOAJ (DOAJ: Directory of Open Access Journals) · doi:10.21243/mi-03-20-22
Influence of Gamification on Student Motivation in Business Organization Subjects
López-Arquillos, A., Rojas, M. M., Pardo-Ferreira, M. D. C., & Rubio‐Romero, J. C. (2021) · Lecture notes in management and industrial engineering · doi:10.1007/978-3-030-67708-4_17
Author’s online course on medieval Italian culture: development model
Volynkina, V. (2021) · ARPHA proceedings · doi:10.3897/ap.e4.e1094
The Influence of Jigsaw Using Kahoot Assessment on Interest and Learning Outcomes
Manalu, R. U., & Jonatan (2021) · Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research · doi:10.2991/assehr.k.210615.066
“One of the interesting and information technology-based learning media is kahoot (Chaiyo and Nokham, 2017; Dellos, 2015; Lin et al., 2018; Plump and LaRosa, 2017; Wang and Lieberoth, 2016).”
BackgroundEffectiveness of Digital Interactive Experiment in Learning Outcomes and Engagement
Salemirad, M. (2021) · Journal of International Crisis and Risk Communication Research
Enhancing students’ motivation with Kahoot!: a case study in English and mathematics
País, S., Pires, A. E., & Chagas, L. D. F. (2018) · Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Annamalai, S., & Omar, A. C. (2021) · Practitioner Research · doi:10.32890/pr2021.3.2
“…aid (Cetin, 2018; Prieto, Palma, Tobias & Leons, 2019; Nguyen & Yukawa; 2019) improves students’ motivation to learn as well as improves classroom dynamics, students’ engagement (Licorish et al., 2018) and perceived learning (Piskorz, 2016; Plump & LaRosa, 2017; Pretorius, 2016; Wang, 2015).”
BackgroundUtilizing Technology to Promote Active Learning: A Systematic Literature Review
Sivananda, P., & Aziz, A. B. A. (2021) · International Journal of Academic Research in Progressive Education and Development · doi:10.6007/ijarped/v10-i3/10815
Kahoot: Its Upshot on Learners' Performance in Understanding Culture, Society, and PoliticsPreprint
Golingay, G. (2021) · SSRN Electronic Journal · doi:10.2139/ssrn.3789593
Learning While Playing: Kahoot Application To Teach Vocabulary Through Online Learning
Ramadhani, M., & Muthmainnah, N. (2021) · Conference on English Language Teaching · doi:10.24090/celti.v1.2 · Cited by 1
“Since it is applicable to use and support metacognitive support and does not require any training to play it, kahoot! application attract students to join the game(Plump & LaRosa, 2017).”
Kamel, F. O., & Alshawwa, L. (2021) · Research Square · doi:10.21203/rs.3.rs-956795/v1
A Game-Based Student Response System
Ergüleç, F., & Mısırlı, Ö. (2021) · IGI Global eBooks · doi:10.4018/978-1-6684-3710-0.ch041
Moreno, M. D. L. (2022) · Editorial Universidad de Sevilla eBooks · doi:10.12795/9788447222865.086
MANICKAM, J. D. O. M. (2020) · International Journal of Research Publications · doi:10.47119/ijrp1006511120201578
“Plump and LaRosa (2017) did a survey upon Business Law undergraduate and graduate students regarding their experience towards the use of Kahoot!.”
BackgroundMethodDevelopment of Evaluation Tools Using Quizizz Application In Indonesian Lessons
Asri, S. A., Yudha, C. B., Herzamzam, D. A., et al. (2021) · International Conference on Learning Innovation and Quality Education (ICLIQE) · doi:10.1145/3516875.3517005
Seralidou, E., Mavriki, F., & Douligeris, C. (2022) · European Journal of Engineering and Technology Research · doi:10.24018/ejeng.2022.1.cie.2960
“For example, Plump and LaRosa [32] integrated quiz games based on Kahoot! in their course involving 139 students from two different courses.”
Backgroundأبوزید, ك. ر. (2023) · مجلة علوم وفنون الموسيقى · doi:10.21608/jfma.2022.157967.1566
Permana, N. D., Fawaida, U., Sakilah, S., & Talakua, M. (2023) · THABIEA JOURNAL OF NATURAL SCIENCE TEACHING · doi:10.21043/thabiea.v5i1.15647
Aplicación de la gamificación en asignaturas de Ingeniería Industrial
Martínez, A. M. Z., & Martínez, J. M. Z. (2023) · Revista de innovación y buenas prácticas docentes · doi:10.21071/ripadoc.v12i1.15434
Didattica immersiva tra presenza e distanza con Minecraft: la voce degli studenti
Nardi, A., & Cigognini, M. E. (2023) · IUL Research · doi:10.57568/iulresearch.v4i7.399
The Technology of Educational Games for Support Science Learning: A Preliminary Study
Fayanto, S., Sulisworo, D., Alkamalia, W., et al. (2021) · J I M P - Jurnal Informatika Merdeka Pasuruan · doi:10.51213/jimp.v6i1.348
HOW ARTIFICIAL INTELLIGENCE CAN BE EFFECTIVE FOR TEACHING ENGLISH TO HEARING IMPAIRED LEARNERS?
Nugraha, D. N. S., Rusyan, S., & Dianita, D. (2023) · Muallimuna Jurnal Madrasah Ibtidaiyah · doi:10.31602/muallimuna.v9i1.12374
“…student learning outcomes (Elsherbiny & Raya, 2020), play a role in tying students to the subject matter they are studying (Asikhia et al., 2017; Plump & LaRosa, 2017), increase student enthusiasm to participate actively in activities (Bawa, 2019), and psychologically increase happy and…”
BackgroundPemanfaatan Sumber Belajar yang Variatif: Pelatihan bagi Para Guru di SMP PGRI 2 Ciawi
Purba, S. C., Manalu, R. U., Natalia, S., et al. (2023) · Jurnal Pengabdian Sains dan Humaniora · doi:10.32938/jpsh.2.2.2023.116-126
“Kahoot adalah salah satu e-learning populer yang dapat dengan mudah digunakan untuk menambah keterlibatan siswa, dan dukungan meta-kognitif ke ruang kelas dengan petunjuk penggunaan yang sederhana (Plump & LaRosa, 2017).”
BackgroundAnanthi Sheshasaayee Grace Inbavathi., M. (2023) · Journal of Propulsion Technology · doi:10.52783/tjjpt.v44.i3.1429
“C. M. Plump and J. LaRosa in [8] explore the learners' perspective of utilizing Kahoot! in an online synchronous English class.”
BackgroundNew technologies and chemistry teaching: the use of kahoot as a support platform for teaching
Farias, T. L. S., Lacerda, J. C., Simoni, L. P. D. S., Negreiros, C. A. E., Amâncio, M. D. A., Brito, W. R., & Segala, K. (2023) · OBSERVATÓRIO DE LA ECONOMÍA LATINOAMERICANA · doi:10.55905/oelv21n12-157 · Cited by 1
Predicting Future Class Grades with Formative AssessmentsPreprint
Fleischer, A., & Merchant, C. R. (2024) · Research Square · doi:10.21203/rs.3.rs-3687975/v1
Learning Fun With Games Kahoot For Elementary School Students Grade 1
Uly, H. Y. P. (2023) · JOINCS (Journal of Informatics Network and Computer Science) · doi:10.21070/joincs.v6i2.1600
“In the image above, after studying with electronic media students will be taught to be able to play educational games with Kahoot [19] in recognizing numbers, letters, and objects that have been studied, so as to benefit students so as to speed up the memory of the material that has been learned…”
BackgroundThe Impact of Gamified Learning With Kahoot! on Student Motivation and Engagement
Ye, B., Yahaya, W. A. J. W., & Luo, X. F. (2024) · Advances in educational technologies and instructional design book series · doi:10.4018/979-8-3693-3124-8.ch014 · Cited by 3
Krysiński, P., Kowalska, M., Królicka, B., Mielczarek-Taica, A., & Pietrzak, A. (2023) · Annales Universitatis Paedagogicae Cracoviensis | Studia ad Bibliothecarum Scientiam Pertinentia · doi:10.24917/20811861.20.44
Rowiyah, S. (2024) · Voices of English Language Education Society · doi:10.29408/veles.v8i1.24692
“Such rapid pacing fosters greater student participation and stimulates creative thinking, making the learning process both fast-paced and enjoyable (Plump & LaRosa, 2017).”
BackgroundKoçak, Ö. (2024) · International Journal of Technology in Education · doi:10.46328/ijte.710
“Engagement is one of the most important contributions of SRSs to students (Plump & LaRosa, 2017).”
BackgroundBienvenido-Huertas, D., Suárez, E., Esquivias, P. M., de la Hoz-Torres, M. L., Aguilar, A. J., Álvarez, J. M. D., & Martínez-Aires, M. D. (2024) · International Journal of Construction Education and Research · doi:10.1080/15578771.2024.2359392
“This popularity has led to the tool’s utilization in university degrees (Bicen & Kocakoyun, 2018, Dolezal et al., 2018, Kay & LeSage, 2009, Plump & LaRosa, 2017, Wang & Lieberoth, 2016).”
García, E. D. P., Pernas, J. B., del Pozo, R. G., & Segura, M. (2024) · Springer eBooks · doi:10.1007/978-3-031-72549-4_20
Assessing the influence of gamification on student motivation in English language acquisition
Diana, R., Kassymova, G. K., Issaliyeva, S., Nursultan, M., & Orynbayeva, A. (2025) · Muallim Journal of Social Science and Humanities · doi:10.33306/mjssh/304
Enhancing Grammar Learning for ESL Primary School Students through a Game-Based Response System
Moorthy, B., Kew, S. N., & Tasir, Z. (2024) · International Conference on Educational Technology (ICET) · doi:10.1109/icet62460.2024.10868919
A Paradigm Shift: Utilising Social Media for English Language Practice
Deniz, Ş. (2025) · Özgür Yayınları eBooks · doi:10.58830/ozgur.pub682.c2856 · Cited by 1
Teaching english to young children: gamification in early language learning
Azieva, T., & Khadjieva, D. T. (2025) · doi:10.47689/zttctoi-vol1-iss1-pp153-159
Kahoot-Based Teams Games Tournament in Developing Students' Mathematical Critical Thinking
Mustofiyah, L., Sutama, S., Hidayati, Y. M., & Wulandari, M. D. (2024) · Profesi Pendidikan Dasar · doi:10.23917/ppd.v11i2.7583 · Cited by 4
Suci, I. D. P. (2025) · Journal of English Teaching and Learning · doi:10.62734/jetling.v4i2.587
“One example of a game-based student response system is Kahoot (Plump, C. M., & LaRosa, 2017).”
ENHANCING GRAMMAR COMPETENCE FOR HIGH SCHOOL STUDENTS VIA THE KAHOOT PLATFORM
Ngoc, N. T. B., & Thuy, T. T. H. (2025) · International Journal of Education Humanities and Social Science · doi:10.54922/ijehss.2025.0955
“Several studies have showcased how using Kahoot platform benefits language education by enhancing motivational levels while maximizing active student engagement and better retaining studied material (Plump & LaRosa, 2017; Wang & Tahir, 2020).”
Galván-Cruz, S., Muñoz, M., Mejía, J., Negrón, A. P. P., & Carranza, D. B. (2025) · CLEI electronic journal · doi:10.19153/cleiej.28.2.3
“Some features of the Kahoot platform are 1) interactive quizzes and games, 2) accessibility, 3) collaborative learning, 4) a friendly user interface, 5) integration with Learning Management Systems (LMS), and 6) data and analytics [19, 20].”
Iannetti, A. (2025) · Frontiers in Education · doi:10.3389/feduc.2025.1601835
Zi, F. (2025) · International Journal of High Speed Electronics and Systems · doi:10.1142/s0129156425407259
Suriyakat, W., Siripattanakunkajorn, S., & Nansaarng, S. (2025) · International STEM Education Conference (iSTEM-Ed) · doi:10.1109/istem-ed65612.2025.11129458
“Meta-analyses by Kyndt et al. [8] confirm cooperative learning's positive effects on both achievement and attitudes, while Plump and LaRosa [9] demonstrate technology's role in increasing classroom engagement.”
Promoting Intercultural Understanding and Motivation in Language Learning Through Kahoot!
Okumura, S. (2025) · IGI Global eBooks · doi:10.4018/979-8-3373-3673-2.ch006 · Cited by 1
Borbe, D., & Limpiada, R. L. (2025) · Psychology and Education A Multidisciplinary Journal · doi:10.70838/pemj.480301
Gamification in the educational process: Motivation or distraction?
Coșarbă, E. M. (2025) · Human Education Today for Tomorrow’s World · doi:10.2478/hettw-2025-0004
“Studies show that regular use of Kahoot! increases both participation levels and information retention (Plump & LaRosa, 2017).”
Sahib, N., Maing, R. A., & Dahlia D, M. (2025) · Ethical Lingua Journal of Language Teaching and Literature · doi:10.30605/25409190.885
Engaging minds in motion: The role of interactive animation sites in health education
Benammi, D., Jaouhar, S., Rharib, O., Harrafa, N., Filali, S. E., Mramel, M., Saadi, R., Chriqui, M., Tabich, A., & Oumokhtar, B. (2025) · Multidisciplinary Science Journal · doi:10.31893/multiscience.2026335
“Similar studies on other interactive platforms like Kahoot! and Socrative (Plump & LaRosa, 2017; Zarzycka-Piskorz, 2016; Wang, 2015) also report increased attention and active participation, though their impact on critical thinking remains debated.”
Tang, W. K.-W., & Chan, V. W.-M. (2026) · Lecture notes in educational technology · doi:10.1007/978-981-95-2521-8_3 · Cited by 1
Kahoot-Based Learning and Students’ Critical Thinking in Islamic Education
Khairani, L., & Albina, M. (2025) · Academia Open · doi:10.21070/acopen.10.2025.12840 · Cited by 1
Adoption of Interactive Learning Tools in Higher Education: Insights for an AI-Driven Future
Tyagi, S. K., & Alyammahi, A. M. S. A. (2025) · International Conference on Computational Intelligence and Knowledge Economy (ICCIKE) · doi:10.1109/iccike67021.2025.11318196
“While the literature robustly confirms the pedagogical efficacy of these tools in specific, often experimental, contexts [15, 16, 17, 18], a gap remains in understanding the broader, institution-wide adoption patterns.”
Ramaila, S. M. (2026) · IGI Global eBooks · doi:10.4018/979-8-3373-9494-7.ch003
Zoupanou, Z. (2026) · Education and Information Technologies · doi:10.1007/s10639-026-13956-8
“Through collaborative quiz creation and peer-to-peer competition, students shift from passive recipients to active contributors (Bawa, 2019; Plump & LaRosa, 2017 ; Holbrey, 2020; Viswanathan & Radhakrishnan, 2018).”
Effectiveness of Kahoot! in Engagement and Motivation among Undergraduate Students
Kaje, D. M. (2026) · International Journal of Professional Practice · doi:10.71274/ijpp.v14i1.613
“In business education settings, Plump and LaRosa (2017) reported higher rates of attention and engagement with clickers.”
Kuron, L. K. J. (2025) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-83708-544-620251016
Metodologías activas y su impacto en el aprendizaje: un análisis documental
Mera, B. J. C., Vélez, M. E. R., Choez, R. A. V., et al. (2026) · Revista Multidisciplinar Epistemología de las Ciencias · doi:10.71112/qyb8pd44
Teaching and Learning Strategies in Modern Marketing Education
Chakranarayan, V. (2026) · Studies in systems, decision and control · doi:10.1007/978-3-032-23645-6_73
Demirbaş, E., Gillani, A. A., Isah, A., & Fotou, N. (2026) · Cogent Education · doi:10.1080/2331186x.2026.2680720
Caggianelli, G., Iacono, I. D., Nassi, M., Tomasin, R. P., Pilloni, M., Anzini, A., Sortino, G., Petrelli, F., Palomares, S. M., Vanzi, V., et al. (2026) · Journal of Professional Nursing · doi:10.1016/j.profnurs.2026.06.006
Muchuweni, T., & Jojo, Z. M. M. (2026) · International Electronic Journal of Mathematics Education · doi:10.29333/iejme/18852
“The platform ’ s fast response cycle and shared pacing lead to more frequent contributions than traditional question and answer routines (Plump & LaRosa, 2017).”
InfluentialBin, H., & Paramalingam, M. (2026) · International Journal of Computational and Experimental Science and Engineering · doi:10.22399/ijcesen.5398
Yan, R., & Jablonkai, R. R. (2026) · Journal of China Computer-Assisted Language Learning · doi:10.1515/jccall-2025-0026
“Previous studies have reported that gami fi ed quizzes could improve student engagement across a range of subject areas (Holbrey 2020; Licorish et al. 2017; Plump and LaRosa 2017).”
Azzahra, F., Desy Auliya, A., Amirullah, A., Hidayatullah, A., & Hafsi, A. R. (2026) · ULIL ALBAB Jurnal Ilmiah Multidisiplin · doi:10.56799/jim.v5i9.18074
“…per soal, efek suara kompetitif, dan visualisasi skor yang mampu menciptakan atmosfer belajar yang dinamis dan menegangkan dalam artian positif (Plump & LaRosa, 2017) Namun demikian, penggunaan teknologi gamifikasi semata tidak cukup jika tidak dibarengi dengan konten yang kontekstual dan…”
Empowering Educators: Utilising AI for Professional Development in Higher Education
Walker, N. Q. (2026) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-80686-247-420261018
Dumile, N., & Boateng, S. (2026) · Eurasia Journal of Mathematics Science and Technology Education · doi:10.29333/ejmste/19124 · Cited by 1
“The fast-paced nature of Kahoot may lead to guessing and surface-level processing if questions are not designed to promote reasoning and conceptual understanding (Plump & LaRosa, 2017; Wang, 2015).”
Implementasi Penggunaan Kahoot dalam Menciptakan Suasana Belajar Menyenangkan
Radiyah, I., Huwaidah, N., Safitri, M., et al. (2026) · Journal of Instructional and Development Researches · doi:10.53621/jider.v6i4.846
“Kehadiran Kahoot! sebagai media ice breaking edukatif maupun alat evaluasi utama terbukti memulihkan energi psikis mereka sehingga kelas menjadi lebih hidup dan inklusif(Plump & LaRosa, 2017).”
Evaluating the Impact of Gamified Arabic Learning (Quizizz) on Vocabulary Retention Levels
Anggara, S. A. (2026) · JIPI (Jurnal Ilmiah Pendidikan Islam) · doi:10.58788/a2h6n477
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