Kahoot - Game Based Student Response System

Gemma M Boden, Lindsay Hart

Abstract


N/A

Keywords


Mobile Technology; Student Engagement; In-class Quizzing; Teaching Innovation; Classroom Enhancement

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References


Bester, G. and Brand, L. (2013) “The effect of technology on learner attention and achievement in the classroom” South African Journal of Education. 33(2)

Fontaris, P., Mastoras, T., Leinfellner, R. and Rosunally, R. (2016) “Climbing up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class” Electronic Journal of e-learning. 14(2). p107

Ismail MA-A, Mohammad JA-M. (2017) “Kahoot: a promising tool for formative assessment in medical education” Education in Medicine Journal. 9(2)

Salas-Morera, L., Arauzo-Azofra, A., & García-Hernández, L. (2012) “Analysis of online quizzes as a teaching and assessment tool” Journal of Technology and Science Education (JOTSE). 2(1)

Wang, A. (2015) “The wear out effect of a game-based student response system” Computers and Education. 82.

Wang, A., Zhu, M. and Saetre, R. (2016) “ The Effect of Digitizing and Gamifying Quizzing in Classrooms” [Online]. Available at http://web.a.ebscohost.com/ehost/pdfviewer/pdfviewer?vid=23&sid=ba51a26f-6467-44ff-ac77-a9dda4fafa01%40sessionmgr4006 (Accessed 7th August 2017).




DOI: http://dx.doi.org/10.21100/compass.v11i1.668

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