共 11 条
- [6] "Go Kahoot!" Enriching Classroom Engagement, Motivation and Learning Experience with Games 25TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION (ICCE 2017): TECHNOLOGY AND INNOVATION: COMPUTER-BASED EDUCATIONAL SYSTEMS FOR THE 21ST CENTURY, 2017, : 755 - 764
- [7] The Effect of Points and Audio on Concentration, Engagement, Enjoyment, Learning, Motivation, and Classroom Dynamics Using Kahoot! PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 738 - 746
- [10] THE IMPACT OF CHOICE ON EFL STUDENTS' MOTIVATION AND ENGAGEMENT WITH L2 VOCABULARY LEARNING TAIWAN JOURNAL OF TESOL, 2015, 12 (02): : 1 - 40