Using the e-learning gamification tool Kahoot! to learn chemistry principles in the classroom
author
Al Ghawail, Entisar Alhadi
Ben Yahia, Sadok
statement of authorship
Entisar Alhadi Al Ghawail, Sadok Ben Yahia
source
Procedia computer science
publisher
Elsevier
journal volume number month
Vol. 207
year of publication
2022
pages
p. 2667 - 2676
conference name, date
26th International Conference on Knowledge-Based and Intelligent Information and Engineering Systems, KES 2022, 7-9 Sept. 2022
conference location
Verona, Italy
url
https://doi.org/10.1016/j.procs.2022.09.325
subject term
e-õpe
keemiaharidus
kaasamine
motivatsioon
õppemängud
subject of location
Liibüa (riik)
keyword
chemistry teaching
classroom technology
e-learning
game based learning
Kahoot!
motivation and engagement
ISSN
1877-0509
notes
Bibliogr.: 28 ref
Open Access
Open Access
scientific publication
teaduspublikatsioon
classifier
3.1
Scopus
https://www.scopus.com/sourceid/19700182801
https://www.scopus.com/record/display.uri?eid=2-s2.0-85143365877&origin=resultslist&sort=plf-f&src=s&sid=f2a2d3f16823d070ee8b4fef788a4c39&sot=b&sdt=b&s=DOI%2810.1016%2Fj.procs.2022.09.325%29&sl=33&sessionSearchId=f2a2d3f16823d070ee8b4fef788a4c39&relpos=0
category (general)
Computer science
Arvutiteadus
category (sub)
Computer science. General computer science
Arvutiteadus. Üldine arvutiteadus
quartile
Q2
TalTech department
tarkvarateaduse instituut
language
inglise
Reserch Group
Data science group