A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation.
Assessing the Effects of Gamification on Developing EFL Learners' Idiomatic Knowledge: Do Attitudinal Factors Contribute to the Learning of the Idioms with the Game?
The Effectiveness of a Gamified Electronic Application in Developing Reading Comprehension Abilities among First-Grade Intermediate Students in Saudi Arabia.
Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning.
Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning: A Quantitative Study Employing Kahoot.
An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners' Vocabulary Recall and Retention.