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The impact on using Kahoot! on business education
Yuet Man TANG
Department of Social Sciences (SSC)
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Honours Projects (HP)
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Social Sciences
Information Technology
100%
Student Learning
100%
Teaching Methods
100%
Management Education
100%
Social Alienation
100%
Gamification
100%
Computer Science
Information Technology
100%
Gamification
100%
Internet Technology
100%
Social Isolation
100%
Business Class
100%
Keyphrases
Business Education
100%
Kahoot
100%
Motivation
66%
Student Learning
16%
Information Technology
16%
Mixed Methodology
16%
Learning Objectives
16%
Educational Institutions
16%
Internet Technology
16%
Business Class
16%
Teaching Techniques
16%
Social Isolation
16%
Online Instruction
16%
COVID-19 Outbreak
16%
Gamified Platforms
16%
Psychology
Information Technology
100%
Mixed Methods
100%
Gamification
100%