№ lp_2_1_21659
This document discusses the use of the Kahoot platform for engaging students in game-based learning activities, offering insights into its functionality, features, and a case study of its application in a lecture.
Year: 2017
Region / City: N/A
Topic: Gamification in education, learning platforms
Document Type: Article
Institution: N/A
Author: Plump & LaRosa
Target Audience: Educators, students, academic researchers
Period of Validity: N/A
Approval Date: N/A
Date of Changes: N/A
Price: 8 / 10 USD
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