KAHOOT AS A GAME-BASED LEARNING PLATFORM
Keywords:
feature Kahoot, Quizzes, traditional classroom experience, Fostering Active Participation, effective education, technology and innovative pedagogies.Abstract
In the contemporary landscape of education, the fusion of technology and pedagogy has given rise to innovative tools and platforms that transform traditional teaching methods. One such standout in the realm of game-based learning is Kahoot, a dynamic and interactive platform designed to engage learners through gamified assessments. This introduction delves into the foundational aspects of Kahoot, shedding light on its purpose, design, and key features that position it as a potent game-based learning tool.
Downloads
References
"Teaching English with Technology" by Carol A. Chapelle (2003) - 478 pages
"Using Technology in Foreign Language Teaching" by Carol A. Chapelle (2003)
"Technology and Teaching English Language Learners" by Joan Kang Shin (2010) - 248 pages
"Integrating Technology with Literacy: Using Teacher-Constructed Response Systems" by Sharon J. Kletzien (2008) - 144 pages