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Using the Game-based Student Response Tool Kahoot! in an Online Class: Perspectives of Online Learners

dc.contributor.authorKUMTEPE, ALPER TOLGA
dc.contributor.authorAlper Tolga Kumtepe
dc.contributor.orcid0000-0001-9174-4299
dc.contributor.orcid0000-0002-2456-6338
dc.date.accessioned2025-11-13T11:24:41Z
dc.date.issued2017-03-05
dc.identifier.endpage307
dc.identifier.openalexW2738199122
dc.identifier.startpage303
dc.identifier.urihttps://hdl.handle.net/11421/6702
dc.identifier.urihttps://www.learntechlib.org/primary/p/177857/
dc.language.isoen
dc.relation.ispartofSociety for Information Technology & Teacher Education International Conference
dc.rightsrestrictedAccess
dc.subjectClass (philosophy)
dc.subjectMathematics education
dc.subjectComputer science
dc.subjectMultimedia
dc.subjectEducational game
dc.subjectWorld Wide Web
dc.subjectPsychology
dc.subjectArtificial intelligence
dc.subject.sdg4
dc.titleUsing the Game-based Student Response Tool Kahoot! in an Online Class: Perspectives of Online Learners
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5001088430

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