Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices
By Carolyn M. Plump, J. LaRosa. 2017
363 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Education
View Paper: https://www.semanticscholar.org/paper/f5261fb1bdeca82f001c11fa529b87a1c4084d50
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In Computer Science Applications
In Developmental and Educational Psychology
In Education
Citations in the corpus
- The effect of using Kahoot! for learning - A literature review (2020, background): “Further, there is extensive evidence that student engagement in lectures improves understanding and academic results (Prince, 2004).”