2023
DOI: 10.1016/j.teln.2023.03.009
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Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning

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Cited by 9 publications
(8 citation statements)
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“…This design not only tests their knowledge but also enables peer learning, as students can see their own performance and that of their peers. Cadet (2023) highlights the reflective component of this approach, where students in pairs answer two reflective questions to evaluate how the Kahoot! Activities as formative assessments align with their learning objectives.…”
Section: Figure 1 Ielts Writing Task 1 Materials In Kahoot!mentioning
confidence: 99%
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“…This design not only tests their knowledge but also enables peer learning, as students can see their own performance and that of their peers. Cadet (2023) highlights the reflective component of this approach, where students in pairs answer two reflective questions to evaluate how the Kahoot! Activities as formative assessments align with their learning objectives.…”
Section: Figure 1 Ielts Writing Task 1 Materials In Kahoot!mentioning
confidence: 99%
“…Kahoot! Employs experiential learning strategies, encouraging students to learn through action and reflection, which are crucial for embedding knowledge (Cadet, 2023;Zhang & Yu, 2021). As a GSRS, Kahoot!…”
Section: Introductionmentioning
confidence: 99%
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“…One of the gamification platforms that is often used in learning in higher education is Kahoot (Cadet, 2023;Ghawail & Yahia, 2022;Schultz et al, 2022;Wirani et al, 2022). Kahoot is an interactive platform that enables teaching through game-based quizzes.…”
Section: Introductionmentioning
confidence: 99%
“…Kahoot's interactive quiz format allows students to think critically and find the best solutions within a limited time. Kahoot, a game-based assessment tool, encourages students to actively participate in learning through action and reflection (Cadet, 2023). Kahoot has been shown to improve student performance on exams and reduce dropout rates (Bienvenido-Huertas et al, 2023) when used as an experiential learning tool.…”
Section: Introductionmentioning
confidence: 99%