Strategy: Kahoot! Games
Keywords
students; classrooms; active learning; streaming media; feedback; gamification; games; teachers
Abstract
Educators may also share results with the class to encourage mastery of learning outcomes and facilitate community and connectedness be- tween students. Games as learning activities have the capability of providing immediate feedback about performance so data can inform reflective or adaptive processes to enhance learning outcomes (Bicen & Kocakoyun, 2018). Educators should consider that low-cost providers may own the rights to content developed in their platforms and providers may eventually charge or increase fees. [...]content built in open-source platforms should be backed-up and continuously adapted.
Date Created
September 2020
STARS Citation
Morin, Jennfier; Willox, Sara; and Avila, Sandy, "Strategy: Kahoot! Games" (2020). EGS Content. 51.
https://stars.library.ucf.edu/egs_content/51
https://works.bepress.com/sandy-avila/60/download/