Publisher
Springer Nature Switzerland
Reference24 articles.
1. Anak Yunus, C. C., & Hua, T. K. (2021). Exploring a gamified learning tool in the ESL classroom: The case of Quizizz. Journal of Education and e-Learning Research, 8(1), 103–108. https://doi.org/10.20448/journal.509.2021.81.103.108
2. Basuki, Y., & Hidayati, Y. (2019, April). Kahoot! or Quizizz: The students’ perspectives. In Proceedings of the 3rd English language and literature international conference (ELLiC) (pp. 202–211). https://doi.org/10.4108/eai.27-4-2019.2285331
3. Bork, P. (2012). How video games may enhance students’ learning and cognitive development. International Journal of Technology, Knowledge and Society, 8(1), 43–56. https://doi.org/10.18848/1832-3669/CGP/v08i01/56257
4. Campbell, J., & Li, M. (2008). Asian students’ Voices: An empirical study of Asian students’ learning experiences at a New Zealand University. Journal of Studies in International Education, 12(4), 375–396. https://doi.org/10.1177/1028315307299422
5. Degirmenci, R. (2021). The use of Quizizz in language learning and teaching from the teachers’ and students’ perspectives: A literature review. Language Education and Technology, 1(1), 1–11. https://langedutech.com/letjournal/index.php/let/article/view/12