APPLICATION OF THE KAHOOT! TOOL IN SOFTWARE ENGINEERING AND SOFTWARE PROJECT MANAGEMENT TEACHING: AN EXPERIENCE REPORT IN EMERGENCY REMOTE AND FACE-TO-FACE TEACHING
{"title":"APPLICATION OF THE KAHOOT! TOOL IN SOFTWARE ENGINEERING AND SOFTWARE PROJECT MANAGEMENT TEACHING: AN EXPERIENCE REPORT IN EMERGENCY REMOTE AND FACE-TO-FACE TEACHING","authors":"V. Castro, S. Oliveira","doi":"10.5748/19contecsi/pse/edu/6965","DOIUrl":null,"url":null,"abstract":": The use of gamified approaches in education has become increasingly frequent in classrooms. Aspects related to student motivation and engagement with a focus on learning is a constant challenge for teachers, who make use of methodologies and tools to make the classroom a space for fun and learning. Allied to this approach through the use of gamification, the software tools that support this process are highlighted, especially Kahoot!. Given this scenario, this work aims to present an experience report on the use of Kahoot! in two subjects (Software Engineering and Software Project Management) of the Information Systems course at a Brazilian Federal University in both teaching modalities, face-to-face and remote. The motivation for carrying out the study was due to the need to understand and evaluate the use of the tool in the remote context, due to the COVID-19 pandemic, and in the face-to-face format. An evaluation questionnaire was applied to the students of the subjects in order to identify the level of acceptance, positive and negative points, about the Kahoot! tool. As a result, acceptance was obtained in 83.3% in face-to-face teaching and 58.8% in remote teaching for the use of the tool, in addition to similar performance in Kahoot! in face-to-face teaching in relation to remote teaching, with the general average of correct answers of 62.81% and 61.65% for face-to-face teaching and remote teaching, respectively, and a participation of more than 85% of students in Kahoot! sessions.","PeriodicalId":284686,"journal":{"name":"19th CONTECSI International Conference on Information Systems and Technology Management","volume":"236 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"19th CONTECSI International Conference on Information Systems and Technology Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5748/19contecsi/pse/edu/6965","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
: The use of gamified approaches in education has become increasingly frequent in classrooms. Aspects related to student motivation and engagement with a focus on learning is a constant challenge for teachers, who make use of methodologies and tools to make the classroom a space for fun and learning. Allied to this approach through the use of gamification, the software tools that support this process are highlighted, especially Kahoot!. Given this scenario, this work aims to present an experience report on the use of Kahoot! in two subjects (Software Engineering and Software Project Management) of the Information Systems course at a Brazilian Federal University in both teaching modalities, face-to-face and remote. The motivation for carrying out the study was due to the need to understand and evaluate the use of the tool in the remote context, due to the COVID-19 pandemic, and in the face-to-face format. An evaluation questionnaire was applied to the students of the subjects in order to identify the level of acceptance, positive and negative points, about the Kahoot! tool. As a result, acceptance was obtained in 83.3% in face-to-face teaching and 58.8% in remote teaching for the use of the tool, in addition to similar performance in Kahoot! in face-to-face teaching in relation to remote teaching, with the general average of correct answers of 62.81% and 61.65% for face-to-face teaching and remote teaching, respectively, and a participation of more than 85% of students in Kahoot! sessions.