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Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education
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Parmaxi, Antigoni; Zaphiris, Panayiotis – Interactive Learning Environments, 2017
This study explores the research development pertaining to the use of Web 2.0 technologies in the field of Computer-Assisted Language Learning (CALL). Published research manuscripts related to the use of Web 2.0 tools in CALL have been explored, and the following research foci have been determined: (1) Web 2.0 tools that dominate second/foreign…
Descriptors: Web 2.0 Technologies, Computer Assisted Instruction, Second Language Instruction, English (Second Language)