C. Douligeris, Eleni Seralidou, Panagiotis Gkotsiopoulos
{"title":"Let's learn with Kahoot!","authors":"C. Douligeris, Eleni Seralidou, Panagiotis Gkotsiopoulos","doi":"10.1109/EDUCON.2018.8363296","DOIUrl":null,"url":null,"abstract":"Blended and computer supported collaborative learning (CSCL) are contemporary trends that are constantly and rapidly evolving. In parallel, digital games are considered to be excellent tools for teaching and learning and offer an engaging and interesting way of participating and learning. For example, games like Kahoot! can be a very good choice for teaching university students. In this study, we leverage Kahoot!'s features by implementing in the learning process the Quiz and Jumble types of games, during the laboratory part of the \"Web Technologies\" course. Also, we use the Challenge feature to assign homeworks for further engagement. Finally, we gather the students' opinions about this blended type of teaching and learning by using a suitably adjusted questionnaire. The results are very positive since students think of Kahoot! as a useful learning tool.","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE Global Engineering Education Conference (EDUCON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EDUCON.2018.8363296","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 15
Abstract
Blended and computer supported collaborative learning (CSCL) are contemporary trends that are constantly and rapidly evolving. In parallel, digital games are considered to be excellent tools for teaching and learning and offer an engaging and interesting way of participating and learning. For example, games like Kahoot! can be a very good choice for teaching university students. In this study, we leverage Kahoot!'s features by implementing in the learning process the Quiz and Jumble types of games, during the laboratory part of the "Web Technologies" course. Also, we use the Challenge feature to assign homeworks for further engagement. Finally, we gather the students' opinions about this blended type of teaching and learning by using a suitably adjusted questionnaire. The results are very positive since students think of Kahoot! as a useful learning tool.