The effect of using kahoot! for learning xe2x80x93 A literature review Abstract   Kahoot! is a gamebased learning platform used to review studentsu0027 knowledge, for formative assessment or as a break from traditional classroom activities. It is among the most popular gamebased learning platforms, with 70 million monthly active unique users and used by 50% of US K12 students. Since the platform was released in 2013, many studies have been published on the effect of using Kahoot! in the classroom, but so far, no systematic analysis of the results. This article presents the results of a literature review on the effect of using Kahoot! for learning and, more specifically, on how Kahoot! affects learning performance, classroom dynamics, studentsu0027 and teachersu0027 attitudes and perceptions, and studentsu0027 anxiety. The literature review includes 93 studies, and the main conclusion is that Kahoot! can have a positive effect on learning performance, classroom dynamics, studentsu0027 and teachersu0027 attitudes, and studentsxe2x80x99 anxiety. However, there are also studies where Kahoot! has little or no effect. The main challenges mentioned by students include technical problems such as unreliable internet connections, hard to read questions and answers on a projected screen, not being able to change answer after submission, stressful timepressure for giving answers, not enough time to answer, afraid of losing, and hard to catch up if an incorrect answer had been given. Further, the main challenges mentioned by teachers include getting the difficulty level of questions and answers right, problems related to network connectivity, scoring based on how quickly the students answer reducing student reflection and cause some students to guess without thinking, that some students can have a problem with failing a quiz, and some teachers find it challenging to use the technology.

Proposing an Online PeerFeedback Approach in Digital Game from A SemiPuzzle GameBased Learning Perspective With benefits of using educational games to support students learning performance and demands of digital game to assist searching algorithm learning, this study developed a semipuzzle game called Key and Chest. To investigate the effectiveness of the developed game, a pilot study was conducted with eight high school students at a school in Thailand on a basic computer science course. The experimental results highlight that, in comparison with the physical game, the developed game helped them recognized searching concepts leading to improving their learning achievement. Moreover, the structured group interviews revealed that the developed game was mostly positive cognitive tool to support learning on the topic. In light of the previously mentioned, this paper extends and revises the developed game and addresses the application proposal with the use of online peer feedback mechanism to support collaborative learning in digital gamebased learning environment on the searching algorithm topic.