Gamification in English Language Classrooms: The Case of Kahoot!. Bilim, Eğitim, Sanat ve Teknoloji Dergisi (BEST Dergi), [S. l.], v. 6, n. 1, p. 1–13, 2022. DOI: 10.46328/bestdergi.63. Disponível em: https://bestdergi.net/index.php/bestdergi/article/view/204. Acesso em: 4 dec. 2025.