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Learning and Control Platform “Kahoot!”: Theory and Usage Features in ASIPCS

Author

Listed:
  • Ashot Chatinyan

    (Department of Pedagogy and Psychology of Sports, Armenian State Institute of Physical Culture and Sport, Armenia)

  • Lianna Abrahamyan

    (Department of Sports Management and Marketing, Faculty of Health Technologies, Sports Tourism and Management, Armenian State Institute of Physical Culture and Sport, Armenia)

Abstract

The study examined the place of modern information technologies in education and the importance of “gamification” technology in the organization of secondary and higher education. It was revealed that the most common educational monitoring platform, “Kahoot,” has significant advantages compared to traditional approaches to organizing the educational process. The use of this platform in the process of training bachelors and masters, as well as in advanced training courses for coaches at the Armenian State Institute of Physical Culture and Sport (ASIPCS), showed great interest among students in the “Kahoot” service, a high assessment of the capabilities of this platform in training, consolidation, and control of theoretical knowledge.

Suggested Citation

  • Ashot Chatinyan & Lianna Abrahamyan, 2024. "Learning and Control Platform “Kahoot!”: Theory and Usage Features in ASIPCS," European Journal of Education and Pedagogy, European Open Science, vol. 5(4), pages 73-78, June.
  • Handle: RePEc:epw:ejedu0:v:5:y:2024:i:4:id:30859
    DOI: 10.24018/ejedu.2024.5.4.859
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