Cited by 378Educational Games and GamificationInnovative Teaching MethodsTechnology-Enhanced Education Studies

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

Plump, Carolyn M., LaRosa, Julia·2017·Management Teaching Review

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

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Registry

Crossref · 10.1177/2379298116689783

Cites

8 of 8 references verified0 citation errors · 0 not checkable

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Citations

Cites

Research works printed but not linked: 2

  1. Becker K., 2001, Journal of Computing in Small Colleges, 17, 23
  2. Kumar D., 1999, ACM Intelligence Magazine, 10

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Metadata

Authors
Plump, C. M., & LaRosa, J.
Affiliations
  • La Salle University (US)
  • Drexel University (US)
Corresponding author
Plump, Carolyn M.
Venue
Management Teaching Review
Published
2017-02-06
Volume
2
Issue
2
Pages
151-158
ISSN
2379-2981 (ISSN-L)
OpenAlex
W2586278820
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

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