메뉴 건너뛰기




Volumn 31, Issue , 2019, Pages 161-169

Using Kahoot as a Learning Tool;Uso do kahoot como ferramenta de aprendizagem

Author keywords

Educational technology; Gamification; Kahoot; Mobile learning; Teaching

Indexed keywords


EID: 85065759017     PISSN: 21954968     EISSN: 21954976     Source Type: Conference Proceeding    
DOI: 10.1007/978-3-030-14850-8_11     Document Type: Chapter
Times cited : (11)

References (21)
  • 4
    • 85006612338 scopus 로고    scopus 로고
    • From computer to tablets: Pedagogical advantages in the use of mobile devices in education
    • Bottentuit Junior, J. B. (2012). From computer to tablets: Pedagogical advantages in the use of mobile devices in education. Revista Educa Online, 6(1), 125–149.
    • (2012) Revista Educa Online , vol.6 , Issue.1 , pp. 125-149
    • Bottentuit Junior, J.B.1
  • 7
    • 85065787313 scopus 로고    scopus 로고
    • The new profile of students in higher education, and the use of play games to facilitate teaching learning
    • Covos, J. S., Covos, J. F., Rodrigues, F. R., & Ouchi, J. D. (2018). The new profile of students in higher education, and the use of play games to facilitate teaching learning. Education in Focus (Amparo), 1, 62–74.
    • (2018) Education in Focus (Amparo) , vol.1 , pp. 62-74
    • Covos, J.S.1    Covos, J.F.2    Rodrigues, F.R.3    Ouchi, J.D.4
  • 16
    • 85061131655 scopus 로고    scopus 로고
    • Use of kahoot as an evaluation and teaching-learning tool in the teaching of industrial microbiology
    • Sandy, D., & Sandy, D. (2018). Use of kahoot as an evaluation and teaching-learning tool in the teaching of industrial microbiology. Holos (Natal, Online), 1, 170–179.
    • (2018) Holos (Natal, Online) , vol.1 , pp. 170-179
    • Sandy, D.1    Sandy, D.2
  • 17
    • 85065758602 scopus 로고    scopus 로고
    • In: III Congress of Innovation and Methodologies in Higher Education, Belo Horizonte. CIM. v. 3
    • Santos, D. S., & Santos, D. S. (2017). THE QUIZ DO BIS: Use of kahoot as a learning tool. In: III Congress of Innovation and Methodologies in Higher Education, Belo Horizonte. CIM. v. 3.
    • (2017) THE QUIZ DO BIS: Use of Kahoot as a Learning Tool.
    • Santos, D.S.1    Santos, D.S.2
  • 21
    • 84917729056 scopus 로고    scopus 로고
    • The wear out effect of a game-based student response system
    • Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers and Education, 82
    • (2015) Computers and Education
    • Wang, A.I.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.