Comparing science success of primary school students in the gamified learning environment via Kahoot and Quizizz
Author:
Funder
Ministarstvo Prosvete, Nauke i Tehnološkog Razvoja
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Education
Link
https://link.springer.com/content/pdf/10.1007/s40692-023-00266-y.pdf
Reference56 articles.
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2. Arkün-Kocadere, S., & Çağlar, Ş. (2015). The design and implementation of a gamified assessment. Journal of e-Learning and Knowledge Society, 11(3), 85–99. https://doi.org/10.20368/1971-8829/1070
3. Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers and Education. https://doi.org/10.1016/j.compedu.2014.12.012
4. Basuki, Y., & Yeni, N. H. (2019). Kahoot! or Quizizz: The students’ perspectives. In D. Mulyadi, H. D., Santoso, S., Aimah, & R. Rahim (Eds.), ELLiC Proceedings of the 3rd English Language and Literature International Conference (pp. 202–211). EAI. https://doi.org/10.4108/eai.27-4-2019.2285331
5. Biçen, H., & Kocakoyun, Ş. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93.
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