Classroom gamification in online higher education: The use of Kahoot

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Abstract

This research studies the perceptions that university students of the master's degree in Teacher Training of ESo and baccalaureate, fP, and Language Teaching at nebrija University have in using Kahoot in the virtual classroom. It is also about evaluating which variables previously identified in the interviews are those experienced by most of the students who play with Kahoot and, subsequently, confirming whether the quantitative analysis of the survey confirms the results obtained in the qualitative phase of the students' interviews. It is concluded that the students' perception, concerning the use of Kahoot, is very positive. Kahoot has a positive impact on motivation, commitment, and dynamism in the virtual classroom. finally, the quantitative analysis confirms the qualitative one.

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Magadan-Diaz, M., & Rivas-Garcia, J. I. (2022). Classroom gamification in online higher education: The use of Kahoot. Campus Virtuales, 11(1), 137–152. https://doi.org/10.54988/cv.2022.1.978

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