¿Es divertido aprender con Kahoot!?: la percepción de los estudiantes
[EN] The introduction of gamification in the university classroom, through new technologies is a powerful tool that is giving great results. The main objective at this work is to know and analyze the assessment that students make of the use of the Kahoot! as a tool for evaluating your learning proce...
| Autores: | , , , , |
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| Tipo de recurso: | capítulo de libro |
| Fecha de publicación: | 2019 |
| País: | España |
| Institución: | Universitat Politècnica de València (UPV) |
| Repositorio: | RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
| Idioma: | español |
| OAI Identifier: | oai:riunet.upv.es:10251/128452 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/128452 |
| Access Level: | acceso abierto |
| Palabra clave: | Educación superior Enseñanza superior Tecnologías y educación Innovación educativa Metodologías activas Gamificación Kahoot! M-learning Valoración Evaluación Proceso enseñanza-aprendizaje Motivación Participación Active methodologies Gamification Assessment Evaluation Teaching-learning process Motivation Participation |
| Sumario: | [EN] The introduction of gamification in the university classroom, through new technologies is a powerful tool that is giving great results. The main objective at this work is to know and analyze the assessment that students make of the use of the Kahoot! as a tool for evaluating your learning process. In addition, we wanted to check if there are significant differences in said assessment according to degree, age and sex. The results come to show very positive results. Students value the tool as very interesting and fun, while allowing them to take a more active role in class, get more involved, improve their study and understanding of content and, ultimately, have a greater motivation for their learning . Further we have verified that there has been a significant improvement in class attendance throughout the semester. |
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