Query : Kahoot
- Abia Llera, Luis M.1
- Ademir Pinhelli Mendes1
- Agus Kichi Hermansyah1
- Ahmad Ghazy1
- Ahmad Zubaidi1
- Ana Carolina Oliveira Silva1
- Ana Licerán-Gutiérrez1
- Ana María Botella Nicolás1
- Ana María Díez-Pascual1
- Andrej Šorgo1
- Antonio Cebrián1
- Antonio Jesús Moreno Ortiz1
- Antonio Jimeno-Morenilla1
- Armando Lozano Rodríguez1
- Ascensión Palomares-Ruiz1
- Asiya M Belyalova1
- Bagrova Ekaterina Yuryevna1
- Bambang Widi Pratolo1
- Bani Arora1
- Barhoum, Rima1
- History, Philosophy and Sociology of Sciences6
- Methods and Statistics4
- Archaeology and Prehistory1
- Art and Art History1
- Gender Studies1
- Communication Sciences1
- Musicology and Performing Arts1
Experience of ‘gamification’ in financial and tax law. The integration of gambling dynamics and their results: the Kahoot!
this work shows the teaching experience involved in the use of ‘gamification’ techniques in the subject of ‘Foundations of Financial and Tax Law for Labour Relations’ of the first course of the Grado en Relaciones Laborales delivered during the 2019-2020 academic year, in particular the use of the K...
Disseminating in piles and developing oral and written skills in the numerical calculation student
[ES] This work presents the teaching innovation project that has been carried out in the subject Numerical Calculation of First Graduate Courses in mathematics. The aim of this project is twofold. On the one hand, it was intended that students should acquire a number of basic skills for both Grades...
Incorporating Kahoot! in core engineering courses: Student engagement and performance
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes wer...
PENINGKATAN KEMAMPUAN BERPIKIR KRITIS SISWA DENGAN APLIKASI KAHOOT PADA MATERI TRANSFORMASI
<p class="Abstract">Dalam Kegiatan Belajar Mengajar (KBM) di sekolah, belum banyak guru yang mengajak siswa untuk melakukan berpikir kritis. Siswa hanya mencatat atau menyalin dan cenderung menghafal rumus-rumus atau aturan-aturan matematika dengan tanpa makna dan pengertian. Untuk mengatasi permasa...
Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students
Gamification of instructional activities is a useful approach that educators can use to promote more effective learning environments by increasing problem-solving, critical thinking and competence in the classroom. ‘KAHOOT!’ is an online multi-player real-time quiz game that allows students to measu...
Efektivitas Kuis Interaktif Aplikasi Kahoot Dalam Pembelajaran IPA Di Sekolah Dasar
Penelitian ini bertujuan untuk mengetahui seberapa efektif penggunaan aplikasi Kahoot dalam pembelajaran IPA kelas 5 SDN Ciracas 15 Pagi dan SDN Susukan 08 Pagi. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif. Populasi penelitian ini seluruh siswa SDN Ciracas 15 Pagi dan SDN Sus...
Optimalisasi Game Learning Kahoot dalam Evaluasi Pembelajaran Daring Matematika di SMKN 1 Singgahan Tuban
Abstract: This descriptive qualitative research offers an evaluation model for Mathematics learning problems that have stagnated due to the rigidity of manual exams and exercises with the Kahoot application. This Kahoot application is equipped with tutorials, pictures, and practical testing tools an...
Досвід використання цифрового інструменту навчання Kahoot! у діяльності бібліотеки університету
У статті розглянуто досвід застосування цифрових інструментів навчання у закладах вищої освіти на прикладі співпраці кафедри філософії і педагогіки та наукової бібліотеки університету. Здійснено огляд щорічного переліку Top Tools for Learning 2019 року, на основі якого охарактеризовано чотири ключов...
Active Learning via Problem-Based Collaborative Games in a Large Mathematics University Course in Hong Kong
Research has demonstrated the positive impact of active learning on students’ learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathe...
DEVELOPMENT OF MAHÂRAH AL-ISTIMÂ’ TEST INSTRUMENT FOR ELECTRONIC BASED ARABIC STUDENT USING THE KAHOOT! APPLICATION
This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of Borg and Gall model through analysis, design...
Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies
This study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of ed...
The use of ICT and the AICLE approach in higher education (Kahoot! short films and BookTubes)
This article describes a study carried out at the University of Malaga in the English Studies Degree with second, third and fourth year students. It describes different AICLE projects, ranging from historical short films in the second year to BookTube videos and Kahoot! questionnaires in the third a...
The use of game-based learning in English class
English teachers may come across challenges within the process of English language teaching, especially now, when technologies and innovations grow rapidly. Teachers who trapped in traditional comfort zone of teaching might left behind. Nevertheless, an English teacher of Sekolah Tunas Bangsa is fam...
Efektivitas Penggunaan Aplikasi Kahoot Sebagai Alat Evaluasi pada Mahasiswa
This study aims to determine the effectiveness of the kahoot application as an evaluation tool for students in terms of student motivation and attention. This type of research is quantitative, with a one shot case study design. The population in this study were all 3rd semester students of the Riau...
Designing new educational realities with the motivational power of digital apps in history teaching
In today’s world, students need a range of different and transversal skills to enable them to live together in this new social, cultural, economic and political order. Against this background, it is becoming increasingly important to link school curricula with the use of digital technologies as a wa...
Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects
The new framework for learning requires the use of new technologies, such as m-learning or game-based learning programs. Gamification using this type of applications has been implemented in higher education contexts, enhancing students’ satisfaction, motivation, and class attendance. The present stu...
Higher histology teaching in deaf classes
Biology teaching in Brazil is characterised by the use of an expositive predominant methodology and, in addition, in the case of the deaf, there is no specific teaching material. Then this objective study produces and analyses a didactic sequence of histology, using the design of Hybrid Teaching for...
Pengembangan Media Pembelajaran Menulis Teks Ceramah Berbasis Internet Bagi Siswa Kelas XI
Learning media includes alternative options that can represent what is less capable teachers speak through language, so that product embodiment can be expressed with the presence of learning media. This research aimed to produce an Internet-based learning medium that could help students write lectur...
Audience Response Software as a Learning Tool in University Courses
The use of information and communication technologies (ICTs) has become a fundamental tool in all areas of today’s society, including higher education. Lessons cannot be envisaged without the use of tools such as computers, tablets or mobile devices. Many lecturers use audience response systems (ARS...
Application of active teaching methods in higher and secondary educational institutions. Analysis of the experience of English-speaking countries
This article is devoted to the use of methods of active learning in secondary and high school and in higher education institutions. The relevance of the article is due to the need to modernise the modern system of education all over the world, replace the traditional lecture presentation of educatio...
ESCO tourism — international integrative projects train professionals and citizens, improve access to learning opportunities and foster a taste for knowledge outside school walls
There is a growing mismatch between traditional ways of teaching at school and the complex, uncertain, demanding and unpredictable challenges of contemporary society. Committed and competent education professionals are needed to induce, accompany, stimulate and guide learning for all and individual...
New classroom technologies in higher education
The aim of this research is to analyse the impact of introducing the use of technology in the classroom in higher education, in the Mozambican context. There is an experience developed in two classes of the 3th year of the degree in informatics from the Faculty of Economics and Management of the Cat...
Analysis of the Flipped Learnig methodology in the context of the practice of medical physiology.
[es] In the Field of Physiology I of Grado de Medicine, teachers have been implementing teaching innovation activities for five years in the teaching of theoretical classes. This course has applied the flipped learning methodology in a class of practice. To this end, we have provided written and aud...
The use of Kahoot! as a fun self-assessment tool for university students
[ES] Advancing technology for learning has opened up new ways to teach in the classroom that can support self-assessment processes and help revitalise classes by encouraging the motivation of university students. The aim of this research is multiple. First, we analyse whether the carrying out of que...
Implementation of the Kahoot platform in Manufacturing Engineering subjects
[ES] In recent years several online teaching support tools have appeared, leaving Personal Response Systems as outdated systems. Among them, Kahoot is among the most widely used worldwide. In this work, two Manufacturing Engineering subjects are used to implement this platform for two academic years...