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

https://works.bepress.com/sandy-avila/60/download/

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