Background/purpose – Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners’ needs. This study explored the suitability of Kahoot! as one of the most commonly used game-based learning platforms in education. The aim of study was to determine whether Kahoot! can be used to engage learners and reinforce learning for academic purposes in higher education institutions
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Purpose of the study: This research aims to identify the advantages and challenges faced by TESL und...
We have conducted a study with higher level education students, in lecture classes of three Undergra...
Background/purpose – Game-based learning is becoming increasingly popular among educators in higher ...
There have been studies which exploring students’ perception on the use of kahoot!. However, researc...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
ABSTRACT This paper aim to review some theories and previous studies on the application of game-base...
Nowadays, the development of technology plays an essential role in many aspects of human life. Peopl...
This study aims to determine students' perceptions of using Kahoot! in learning English, the problem...
During the height of 21st Century Learning, educators across the globe are demanded to find ways, me...
The use of game-based learning in language education can be an innovation in learning especially in ...
Gamification of instructional activities is a useful approach that educators can use to promote more...
Online learning is needed in educational life especially in this millennial era. It has a greatest r...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
Kahoot is a real time and fun way of game-based learning through quizzes, discussions and surveys by...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Purpose of the study: This research aims to identify the advantages and challenges faced by TESL und...
We have conducted a study with higher level education students, in lecture classes of three Undergra...
Background/purpose – Game-based learning is becoming increasingly popular among educators in higher ...
There have been studies which exploring students’ perception on the use of kahoot!. However, researc...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
ABSTRACT This paper aim to review some theories and previous studies on the application of game-base...
Nowadays, the development of technology plays an essential role in many aspects of human life. Peopl...
This study aims to determine students' perceptions of using Kahoot! in learning English, the problem...
During the height of 21st Century Learning, educators across the globe are demanded to find ways, me...
The use of game-based learning in language education can be an innovation in learning especially in ...
Gamification of instructional activities is a useful approach that educators can use to promote more...
Online learning is needed in educational life especially in this millennial era. It has a greatest r...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
Kahoot is a real time and fun way of game-based learning through quizzes, discussions and surveys by...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Purpose of the study: This research aims to identify the advantages and challenges faced by TESL und...
We have conducted a study with higher level education students, in lecture classes of three Undergra...