Kahoot, A New and Cheap Way to Get Classroom-Response Instead of Using Clickers
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Kahoot, a new and cheap way to get classroom-response instead of using
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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
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Cited by
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The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883 · see citing works
“Some studies in our review reported improved and increased the interaction among students (Antoniou et al., 2016; Cutri et al., 2016; Esteves et al., 2017; Hou, 2018; Mustafa, Hussein, & Zulkifle, 2018; Y.-H. Wang, 2017a, 2017b).”
BackgroundResultInfluentialA literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration
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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
- Publisher
- ASEE Conferences
- 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
- bronze
- doi.org
- 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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