Cited by 28Innovative Teaching MethodsEducational Games and GamificationTechnology-Enhanced Education Studies

Kahoot, A New and Cheap Way to Get Classroom-Response Instead of Using Clickers

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Cutri, Rodrigo, Marim, Luiz, Cordeiro, Juliana, Gil, Hector, Guerald, Camila·2016·2016 ASEE Annual Conference & Exposition Proceedings

Abstract

Kahoot, a new and cheap way to get classroom-response instead of using

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Registry

Crossref · 10.18260/p.25512

Cites

7 of 7 references verified0 citation errors · 0 not checkable

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  • The stage of the game where correct answers are hidden until all students have given their answers creates a suspension that can increase enjoyment, motivation, and concentration.

    “This stage of the game creates a suspension that can increase enjoyment, motivation, and concentration”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Cutri et al., 2016

    The paper’s Final considerations report that students found Kahoot fun and that it increased attention and motivation; Best practices in Kahoot use also says short quizzes kept students motivated. But How Kahoot works describes immediate feedback after each question, not suspense created by withholding correct answers until everyone responds. The paper does not link that specific stage to enjoyment, motivation, or concentration. (LLM, conf=0.85)

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Cites

Flagged first, then by citations

Research works printed but not linked: 7

  1. DEGRAZIA, J., & WEIMER, A., & FALCONER, J. L. (2005, June), The Use Of Clickers In The Engineering Classroom Paper presented at 2005 Annual Conference, Portland, Oregon. https://peer.asee.org/15116
  2. ESCHENBACH, T., & LEWIS, N., & NICHOLLS, G. M., & PALLIS, J. M. (2013, June), The Impact of Clickers on Your Classroom and Your Career Paper presented at 2013 ASEE Annual Conference, Atlanta, Georgia. https://peer.asee.org/22590
  3. HUNG, W. P. (2011, June), Clicker Clicks It Paper presented at 2011 Annual Conference & Exposition, Vancouver, BC. https://peer.asee.org/17611
  4. PROBST, D. (2009, June), Effectiveness Of Using Personal Response Systems In A Conceptual Physics Course Paper presented at 2009 Annual Conference & Exposition, Austin, Texas. https://peer.asee.org/4798
  5. ROUX, D., & CZEKANSKI, A. (2009, June), A Revisited Study On The Use Of Clicker Technology To Evaluate Short Term Concept Retention Paper presented at 2009 Annual Conference & Exposition, Austin, Texas. https://peer.asee.org/5044
  6. VAN DEN EINDE, L., & LEE, S. H., & LE, J. L. (2012, June), Incorporating Clickers and Peer Instruction into Large Structural Engineering Classrooms Paper presented at 2012 ASEE Annual Conference, San Antonio, Texas. https://peer.asee.org/21516
  7. LAPP, M., & RINGENBERG, J., & SUMMERS, K. J., & CHIVUKULA, A. S., & FLESZAR, J. (2011, June), The Mobile Participation System: Not Just Another Clicker Paper presented at 2011 Annual Conference & Exposition, Vancouver, BC. https://peer.asee.org/18437

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Authors
Cutri, R., Marim, L., Cordeiro, J., Gil, H., & Guerald, C.
Affiliations
  • Instituto Mauá de Tecnologia (BR)
  • American Society For Engineering Education (US)
Venue
2016 ASEE Annual Conference & Exposition Proceedings
Published
2016-07-06
OpenAlex
W2617020043
Cited by
28
References
7
Citations by year
2024: 3 · 2023: 1 · 2022: 2 · 2021: 7 · 2020: 10 · 2019: 1 · 2018: 2 · 2017: 2
FWCI
13.27
Type
conference paper
Language
en
Open access
Locations
ASEE Annual Conference & Exposition (publishedVersion)
Topics
  • Social Sciences › Education › Innovative Teaching Methods
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Technology-Enhanced Education Studies
Keywords
Kahoot, clickers, student engagement, low-cost technology, gamification

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