Kahoot! Using a game-based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres

被引:24
|
作者
Holbrey, Christine Elizabeth [1 ]
机构
[1] Leeds Beckett Univ, Carnegie Sch Educ, Leeds, W Yorkshire, England
关键词
Kahoot!; lecture theatre; student engagement; blended learning; learning environment; HIGHER-EDUCATION; MASSIFICATION; TEACHERS;
D O I
10.1080/1475939X.2020.1737568
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Traditional lecture theatre environments present significant challenges in higher education, in light of increasingly large and diverse student populations. This small-scale study explores how blended learning through the game-based platform Kahoot! can be used to enhance the learning experience offered to students in these spaces, from the perspective of 44 final-year primary education undergraduates. An action research approach was employed with data collected from pre- and post-lecture surveys. Findings suggest that the integration of synchronous online learning in lecture theatres presented no technical difficulties and that gaming was successful in enabling active participation and interactive learning. Students valued its competitive nature, the immediacy of feedback on their knowledge and structured opportunities for further discussion. Students reported improvements in engagement, concentration and retention, although results for the latter were more ambiguous and would benefit from further investigation.
引用
收藏
页码:191 / 202
页数:12
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