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1. The Impact of Kahoot and ChatGPT Educational Technologies on Nursing Students' Sexual Health Knowledge and Attitudes: A Quasi-Experimental Study.

2. Quizizz and Kahoot Enhance Student Engagement and Motivation in Indonesian Language Learning at SD IT Abata Lombok

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

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

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

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

7. 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.

8. 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

23. A Systematic Analysis of Kahoot's Potential as a Tool for Improving EFL Instruction.

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

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

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

27. Memperkuat Literasi Teknologi melalui Pembelajaran Interaktif dengan Menggunakan Media Kahoot di Kelas V Sekolah Dasar

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

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

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

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

32. TEACHING FOOD AND BEVERAGE SERVICES THROUGH GAMIFICATION.

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

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

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

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

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

38. The Role of Kahoot Apps in Foreign Language Learning

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

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

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

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

43. Seru dan Edukatif: Kahoot Pendidikan Pancasila untuk Semua

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

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

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

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

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

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

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

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