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1. A meta-thematic analysis of using technology-mediated gamification tools in the learning process.

2. Effects of using audience response systems (Kahoot and Google Forms and Sheets) on learning of medical students in a large class: A questionnaire-based retrospective study.

3. The Effect of Flipped Classroom Model and Kahoot for Intramuscular Injection Training on Nursing Students' Knowledge, Skills and Self-Efficacy Levels.

4. The impact of the integration of digital platforms and active teaching strategies (Kahoot!) on the performance of Brazilian medical course students in the discipline of histology.

5. The Effect of Kahoot-based Team Game Tournament Type Cooperative Model and Learning Motivation on Indonesian Language Learning Outcomes

6. The Effect of Flipped Classroom Model and Kahoot for Intramuscular Injection Training on Nursing Students’ Knowledge, Skills and Self-Efficacy Levels

7. Pelatihan Pembuatan Evaluasi Pembelajaran Berbasis Website Edukatif Bagi Guru Madrasah di Al Misbahul Ulum Qur’an Bogor

8. Model Problem Based Learning Berbantuan Media Digital Kahoot Untuk Meningkatkan Pemahaman Konsep Matematis Peserta Didik Sekolah Dasar

9. Nursing students’ perceptions of the flipped classroom and Kahoot! in intramuscular injection teaching: A qualitative study.

10. Exploring The Influence Of Gamification-Based Learning On Lower Order Thinking Skills Toward Mathematics Learning In Primary-Level Students: A Qualitative Study.

11. PENGEMBANGAN E-MODUL PEMBELAJARAN ILMU PENGETAHUAN SOSIAL MENGGUNAKAN PENDEKATAN KONSTRUKTIVISME DENGAN INTEGRASI KAHOOT UNTUK SISWA KELAS IV SEKOLAH DASAR.

12. New Horizons for Clinical Practice and Competence: Applying Game-Based Learning in Nursing Education.

13. The Influence of E-Assessment on Students' Cognitive Engagement in Higher Education.

14. The Effect of Kahoot Supported Rebus Application on Gifted Students' Cognitive Structures and Views on Astronomy.

15. From highlight to insight, the role of visual input enhancement in vocabulary Mastery with Kahoot.

16. Unplugged Versus Plugged Gamification – A Comparative Study in Higher Education on Engagement, Motivation and Teachers’ Perception

18. Utilization of the Kahoot Application to Minimize Academic Dishonesty Students in Physics Examinations

20. Students’ Perception on Utilizing Kahoot! as a Game-Based Student Response System for EFL Students

21. FACILITATING TECHNOLOGY TRANSFER IN NORWAY BY PROMOTING INNOVATION AND COLLABORATION

22. Expected Usefulness of Interactive Learning Platforms and Academic Sustainability Performance: The Moderator Role of Student Enjoyment.

23. COMMON SENSE IN FOLKLORE "ASAL USUL NAMA KELANTAN": GAME BASED LEARNING APPLICATIONS IN TEACHING OF STUDENT PERSPECTIVE USING KAHOOT.

24. MORAL VALUES IN MALAY FOLKLORE: PERSPECTIVES OF LEARNERS.

25. Kahoot: A game‐based web tool to assess motivation, engagement fun, and learning outcomes among engineers.

26. Ismiyati Arsyad Meningkatkan Hasil Belajar pada Materi Bangun Ruang melalui Model Pembelajaran PBL Berbantuan Media Kahoot pada Siswa Sekolah Dasar

27. Development of Mathematic Literature Questions Based on Profile of Pancasila Students with The Digital Quis Platform Kahoot

28. application of Kahoot as an online assessment tool to foster student’s engagement: Student’s experiences and voices

29. Investigating the Acceptance of Kahoot! for Warm-up Activities: A Case Study in Higher Education in Vietnam.

30. TEACHING FOOD AND BEVERAGE SERVICES THROUGH GAMIFICATION.

31. A Multi Criteria Decision Making approach to integrate Gamification in Education.

32. Classroom Service Guide Using Kahoot Game During Covid 19 Pandemic.

33. The contribution of students’ learning styles to competences development through the use of Kahoot learning platform

34. EFEKTIVITAS PEMBELAJARAN DENGAN ASSESMEN BERBASIS KAHOOT TERHADAP MOTIVASI BELAJAR FISIKA PESERTA DIDIK

35. The Role of Kahoot Apps in Foreign Language Learning

36. 'In Vivo' Science Learning - Academic Teaching Through a Game-Based Process

37. Evaluation of the Kahoot Tool as an Applied Assessment in Physical Education Learning

38. Enhancing Student’s Vocabulary, Interest, and Motivation for Novice Learners by Using Kahoot!

39. The Effect of Two Online Versions of Etymological and Nonetymological-based Games on Vocabulary Learning and Retention of Iranian Language Learners: An Educational Intervention

40. Game Based Learning Berorientasi Kahoot! Meningkatkan Motivasi Belajar Siswa Kelas V Sekolah Dasar

41. Seru dan Edukatif: Kahoot Pendidikan Pancasila untuk Semua

42. COMPARING KAHOOT, QUIZIZZ, AND WORDWALL IN EFL READING CLASS.

43. Paper versus online quizzes: Which is more effective?

44. Integrating Clickers in English for Specific Purposes (ESP) Classes: A Study on the Effectiveness of Kahoot! Application in Algerian Context.

45. KAHOOT UM JOGO COMO FERRAMENTA NO ENSINO DE LIBRAS.

46. Sağlık Bilimleri Fakültesi Öğrencilerinde Kahoot Sınav Yönteminin Sınav Kaygısı Üzerindeki Etkisinin Değerlendirilmesi.

47. STUDENTS' PERCEPTIONS TOWARD BLENDED MEDIA IN EFL READING PRACTICES.

48. Kahoot and Quizizz Training for Science Teachers in the Online Learning Evaluation Process to Improve Teachers’ Mastery of Technology

49. Evaluation of the impact of gamification on students' performance and engagement in manufacturing engineering courses.

50. Kahoot: Let's Have Fun in English Class with It!

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