Study on the Perception of Architecture and Building Engineering Students About the Usefulness of Quiz Games

New active methodologies have played an important role in recent years as they carry a highly positive effect on improving students’ motivation and engagement. Their application is particularly interesting in Building Engineering and Architecture degrees, which are characterized by a large variety o...

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Detalles Bibliográficos
Autores: Bienvenido Huertas, David, Suárez Vargas, Elisabet, Esquivias Fernández, Paula Matilde, Hoz Torres, María Luisa de la, Aguilar Aguilera, Antonio Jesús, Durán Álvarez, Joaquín Manuel, Martínez Aires, María Dolores
Tipo de recurso: artículo
Fecha de publicación:2024
País:España
Institución:Consejo General de la Arquitectura Técnica de España (CGATE)
Repositorio:RIARTE
OAI Identifier:oai:www.riarte.es:20.500.12251/3664
Acceso en línea:http://hdl.handle.net/20.500.12251/3664
https://doi.org/10.1080/15578771.2024.2359392
Access Level:acceso abierto
Palabra clave:Metodología didáctica
Enseñanza superior
Arquitectura
Ingeniería de Edificación
Fracaso escolar
Formación universitaria
5801.01 Medios Audiovisuales
5801.05 Pedagogía Experimental
5801.06 Evaluación de Alumnos
5801.07 Métodos Pedagógicos
Descripción
Sumario:New active methodologies have played an important role in recent years as they carry a highly positive effect on improving students’ motivation and engagement. Their application is particularly interesting in Building Engineering and Architecture degrees, which are characterized by a large variety of subjects, with high failure and dropout rates. This study aims to analyze the performance of Architecture and Building Engineering students, as well as their perception and evaluation of the usefulness of quiz game events in the classroom. For this purpose, Kahoot! – a game-based learning experience – was implemented in eight subjects for both bachelor’s degrees. Two playful events were held for each subject (in the middle and at the end of the semester), and a four-dimensional questionnaire survey (i.e. accessibility, knowledge, perspective, and feeling) was conducted after each Kahoot! session. The sum of all events reached a total of 474 participations distributed among distributed between subjects and sessions. A qualitative and quantitative analysis was carried out to explore the relationship between different variables (i.e. age, gender, subject, and number of registrations). The results demonstrate the potential of quiz games in improving the dynamics of university degree subjects in Architecture and Building Engineering.