Fun with pharmacology: Winning students over with kahoot! Game-based learning
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The process of creating realistic incorrect answers requires students to think critically.
“This process requires students to think critically (Bryant et al., 2018).”
From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Bryant et al., 2018
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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
“‘s inviting user interface and music (Bryant, Correll, & Clarke, 2018; Plump & LaRosa, 2017; Çetin, 2018).”
BackgroundStudent Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics
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- Authors
- Bryant, S. G., Correll, J. M., & Clarke, B. M.
- Affiliations
- Davidson County Community College (US)
- Venue
- Journal of Nursing Education
- Publisher
- SLACK, Inc.
- Published
- 2018-05
- Volume
- 57
- Issue
- 5
- Pages
- 320-320
- ISSN
- 0148-4834 (ISSN-L)
- 1938-2421
- OpenAlex
- W2801979336
- Cited by
- 40
- References
- 3
- Citations by year
- 2025: 3 · 2024: 5 · 2023: 9 · 2022: 8 · 2021: 7 · 2020: 5 · 2019: 3
- FWCI
- 7.37
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Nursing Education (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Public Health, Environmental and Occupational Health › Innovations in Medical Education
- Social Sciences › Education › Innovative Teaching Methods
- Keywords
- Kahoot, game-based learning, pharmacology education, nursing students, student engagement, gamification
- MeSH terms
- Education, Nursing, Humans, Pharmacology, Teaching, Video Games
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