The Effect of Game-Based Technology on Students’ Learning Anxiety, Motivation, Engagement and Learning Experience: Case Study Kahoot!. International Journal of Religion, [S. l.], v. 5, n. 3, p. 137–145, 2024. DOI: 10.61707/565z9c91. Disponível em: https://ijor.co.uk/ijor/article/view/3313.. Acesso em: 20 may. 2024.