Enhancing grade xi students` learning outcomes through the gamified use of the kahoot application

HIGHLIGHTS

  • What: The aim of this study was to establish whether the application can serve as a tool that would improve the academic achievement and engagement of students. This study attempts to integrate technology into education. Figure 4 Summary of the Methodology Participants of the study A non-probability purposive sampling technique was employed to identify the sample for the study. The data collected via different instruments is first analysed in silos before being triangulated depending on the responses to the three research questions that the study aimed to address.
  • Who: Microsoft Office User from the . . .

     

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