Kahoot, win the learning race

被引:4
|
作者
Izquierdo-Alvarez, Vanessa [1 ]
Lahuerta-Otero, Eva [2 ]
Cordero-Gutierrez, Rebeca [3 ]
机构
[1] Univ Salamanca, Fac Educ, Salamanca, Spain
[2] Univ Salamanca, IME, Salamanca, Spain
[3] Pontifical Univ Salamanca, Fac Comp Sci, Salamanca, Spain
关键词
Gamification; Kahoot; learning; m-learning; GAMIFICATION; FRAMEWORK; GAMES;
D O I
10.1145/3284179.3284303
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
With the arrival of the millennials and generation Z to the university classrooms, the greatest teaching challenge is to adapt the traditional masterclass and turn the classroom into a collaborative space that takes advantage of Information and communication technology to introduce dynamic elements that encourage the participation of increasingly unmotivated students. With the emergence and penetration of mobile devices in all aspects of everyday life, the teaching-learning process must be changed to encourage participation and to achieve effective results. Thus, the use of gamification tools such as Kahoot can help in this challenge, as they encourage the effective acquisition of competences through play and competition. This study demonstrates the positive results of including gamification processes in the Spanish public and private university classroom, contrasting their effectiveness in different degrees and subjects.
引用
收藏
页码:737 / 741
页数:5
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