Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects
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References listed on IDEAS
- Gláuber Guilherme Signori & Julio Cesar Ferro De Guimarães & Eliana Andréa Severo & Claudio Rotta, 2018. "Gamification as an innovative method in the processes of learning in higher education institutions," International Journal of Innovation and Learning, Inderscience Enterprises Ltd, vol. 24(2), pages 115-137.
- Antoni Hernández-Fernández & Noelia Olmedo-Torre & Marta Peña, 2020. "Is Classroom Gamification Opposed to Performance?," Sustainability, MDPI, vol. 12(23), pages 1-20, November.
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- Ana López-Martínez & Lourdes Meroño & María Cánovas-López & Antonio García-de-Alcaraz & Luis Manuel Martínez-Aranda, 2022. "Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual Variables," Sustainability, MDPI, vol. 14(17), pages 1-14, September.
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Keywords
gamification; Kahoot!; higher education; academic performance; business management;All these keywords.
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