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"I'm comfortable & my students & I know how to use Kahoot -- why would I change?"
repeated use of the same platform can lead to "novelty effect" (Vu & Feinstein, 2017) and become less effective
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Using new platforms can be intimidating (Vu & Feinstein, 2017)
We're here to help familiarize you with step-by-step tutorials!
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It's challenging to design cognitively-effective DGBL experiences (Vu & Feinstein, 2017) required for long-term retention (Dehghanzadeh et al., 2024)
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Many educators lack digital skills & time required to curate & create instructional materials (Vu & Feinstein, 2017)
We have tested each of the platforms out in our classrooms to give honest
reviews & are providing curated resources!!
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K-12 education: A systematic literature
review. British Journal of Educational Technology, 55 (1), 34–70. https://doi.org/10.1111/bjet.13335
Vu, P. & Feinstein, S. (2017). An exploratory multiple case study about using game-based learning in STEM classrooms. International Journal of Research in
Education and Science (IJRES), 3(2), 582-588. DOI: 10.21890/ijres.328087