Using the E-Learning Gamification Tool Kahoot! to Learn Chemistry Principles in the Classroom

Author:

Ghawail Entisar Alhadi Al,Yahia Sadok Ben

Publisher

Elsevier BV

Subject

General Engineering

Reference28 articles.

1. Gamification Model for Developing E-Learning in Libyan Higher Education;Ghawail,2021

2. Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE;Alawadhi;Education and Information Technologies,2021

3. Using game theory and competition-based learning to stimulate student motivation and performance;Burguillo;Computers and Education,2010

4. Academic course gamification: The art of perceived playfulness;Codish;Interdisciplinary Journal of E-Learning and Learning Objects,2014

5. Deci, E. L., and Ryan, R. M. (2002). ” Self-determination research: Refections and future directions ”.

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1. DEVELOPMENT AND USE OF GAMIFIED LEARNING SOFTWARE;Journal of Numerical and Applied Mathematics;2024

2. Evaluating the Effectiveness of Flipped Classrooms Using Linear Regression;Lecture Notes in Networks and Systems;2024

3. Kahoot-Based PAI Learning Evaluation;Indonesian Journal for Islamic Studies;2023-11-30

4. Developing Character Education based on Gamification: A Study of Gamification for E-Learning;2023 International Conference on Smart-Green Technology in Electrical and Information Systems (ICSGTEIS);2023-11-02

5. Ontology-based group assessment analytics framework for performances prediction in project-based collaborative learning;Smart Learning Environments;2023-09-26

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