Learner Engagement in Using Kahoot! within a University English Proficiency Course
Background/purpose – Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners’ needs. This study explored the sui...
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Format: | Article |
Language: | English |
Published: |
ÜNİVERSİTEPARK Limited
2022-06-01
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Series: | Educational Process: International Journal |
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Online Access: | https://www.edupij.com/files/1/articles/article_260/EDUPIJ_260_article_62ba3f9a08327.pdf |