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Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies
2020
Sustainability
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 education who participated in online Kahoot quizzes by designing their own questions as part of the formative assessment. According to the results of the pre- and post-tests, the integration of this
doi:10.3390/su12124822
fatcat:rctdvbog7nbnvf4o3my2ql4m5e