El uso de Kahoot! como herramienta divertida de autoevaluación para estudiantes universitarios
[EN] The progress in technology for learning has introduced new ways of teaching in the classroom that might favor self-assessment processes and male classes more dynamic, fostering the motivation of undergraduate students. The aim of this research is multiple. First, we analyze whether the use of q...
| Autores: | , |
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| Tipo de recurso: | capítulo de libro |
| Fecha de publicación: | 2021 |
| 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:10251/175564 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/175564 |
| Access Level: | acceso abierto |
| Palabra clave: | Educación superior Enseñanza superior Tecnologías y educación Innovación educativa Kahoot! Motivation Self-assessment Gamifitacion Extrinsic reward Undergraduate students Motivación Autoevaluación Gamificación Recompensa extrínseca Estudiantes de grado |
| Sumario: | [EN] The progress in technology for learning has introduced new ways of teaching in the classroom that might favor self-assessment processes and male classes more dynamic, fostering the motivation of undergraduate students. The aim of this research is multiple. First, we analyze whether the use of questionnaires through Kahoot! is perceived as a fun activity by undergraduate students. Second, we study whether this tool is perceived by undergraduate students as a useful alternative for self-assessment of knowledge. Third, we also analyze whether this tool improves students' motivation towards the subject. Finally, we also analyze whether the reward of the activity on Kahoot! modifies perception of fun and usefulness of Kahoot!, and the students' motivation. To address these goals, we have elaborated a questionnaire that has been answered by 116 students from a Faculty of Business. Our results show that the activities with Kahoot! are mostly perceived as fun and useful, as well as they increase the students’ motivation towards the subject. Moroever, the results reveal that the existence of rewards favors the perception of the fun generated by Kahoot! and improves students' motivacion. |
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