Using Game-based Technology, KAHOOT! for Classroom Engagement

Research article (LSP International Journal, 2018) · cited 38× · AI/ML
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Using Game-based Technology, KAHOOT! for Classroom Engagement

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Using Game-based Technology, KAHOOT! for Classroom Engagement is a scholarly article[1].

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  • Using Game-based Technology, KAHOOT! for Classroom Engagement's instance of is recorded as scholarly article[2].

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APA 4ort.xyz Knowledge Graph. (2026). Using Game-based Technology, KAHOOT! for Classroom Engagement. Retrieved May 24, 2026, from https://4ort.xyz/entity/using-game-based-technology-kahoot-for-classroom-engagement
MLA “Using Game-based Technology, KAHOOT! for Classroom Engagement.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/using-game-based-technology-kahoot-for-classroom-engagement.
BibTeX @misc{4ortxyz_using-game-based-technology-kahoot-for-classroom-engagement_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Using Game-based Technology, KAHOOT! for Classroom Engagement}}, year = {2026}, url = {https://4ort.xyz/entity/using-game-based-technology-kahoot-for-classroom-engagement}, note = {Accessed: 2026-05-24}}
LLM prompt According to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Using Game-based Technology, KAHOOT! for Classroom Engagement — https://4ort.xyz/entity/using-game-based-technology-kahoot-for-classroom-engagement (retrieved 2026-05-24)

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