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27.819  Articles
1 of 2.783 pages  |  10  records  |  more records»
The aims of research were firstly to know the implementation of Software kahoot in teaching learning process. Secondly, to know whether Software kahoot could be effective tool for enhancing student's vocabulary mastery and reading comprehension, at last, ... see more

Penelitian ini bertujuan untuk mengetahui tentang respons peserta didik terhadap penggunaan aplikasi Kahoot dalam menjawab soal  pada pembelajaran Sejarah Kebudayaan Islam. Jenis peneilitian ini merupakan penelitian kuantitatif eksperimen dengan desa... see more

Now, EFL pedagogical practices have gradually transformed from traditional classrooms into digital learning. Within this context, mobile devices have now been considered as an auspicious medium for future learning. This study investigated how EFL instruct... see more

Teaching English as a second or foreign language wants variation and creative thinking of the teacher so as to create the category additional joyful and relaxed that creates students additional eager and fascinated by connection the category. Kahoot that'... see more

Los estudiantes del siglo XXI exigen que las sesiones de aprendizaje sean más desafiantes y emocionantes, a través del apoyo de herramientas que innoven las sesiones de aprendizaje. La presente investigación tiene como objetivo evaluar la influencia de la... see more

One of the technological innovations so that learning becomes conducive, interactive, interesting and can help teachers make evaluations of students to use the Kahoot platform. Kahoots are in the form of game applications, quiz choices, or opinion surveys... see more

The present study investigates the role of synchronous and asynchronous education techniques in the context of digital and game-based learning materials through a collaborative study, conducted during the Covid-19 pandemic (October 2020 – June 2021), in a... see more

This study experimentally verifies how the ESP learning environment supported by the use of clickers influences learners’ academic motivation, academic self-efficacy, cognitive reflection, speed of decision making, functioning of a dominant brain type, an... see more

This study experimentally verifies how the ESP learning environment supported by the use of clickers influences learners’ academic motivation, academic self-efficacy, cognitive reflection, speed of decision making, functioning of a dominant brain type, an... see more

1 of 2.783 pages  |  10  records  |  more records»