{"title":"基于游戏的学习:Kahoot在教师教育中的应用","authors":"Marisa Correia, Raquel Santos","doi":"10.1109/SIIE.2017.8259670","DOIUrl":null,"url":null,"abstract":"Recently, technologies have been increasingly used in the educational context, not only because they facilitate communication and access to information, but also because of their motivational potential. Game-based learning through digital tools such as Kahoot! combines game dynamics with the potential of monitoring student learning. In this sense, this article reports a study carried out in a teacher program, in order to analyze future teachers and teacher educators' perspectives on the use of the game-based learning platform Kahoot!. The participants point out students' greater involvement and participation and the promotion of learning as main advantages of this digital tool.","PeriodicalId":173351,"journal":{"name":"2017 International Symposium on Computers in Education (SIIE)","volume":"83 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"21","resultStr":"{\"title\":\"Game-based learning: The use of Kahoot in teacher education\",\"authors\":\"Marisa Correia, Raquel Santos\",\"doi\":\"10.1109/SIIE.2017.8259670\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Recently, technologies have been increasingly used in the educational context, not only because they facilitate communication and access to information, but also because of their motivational potential. Game-based learning through digital tools such as Kahoot! combines game dynamics with the potential of monitoring student learning. In this sense, this article reports a study carried out in a teacher program, in order to analyze future teachers and teacher educators' perspectives on the use of the game-based learning platform Kahoot!. The participants point out students' greater involvement and participation and the promotion of learning as main advantages of this digital tool.\",\"PeriodicalId\":173351,\"journal\":{\"name\":\"2017 International Symposium on Computers in Education (SIIE)\",\"volume\":\"83 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"21\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Symposium on Computers in Education (SIIE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SIIE.2017.8259670\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Symposium on Computers in Education (SIIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIIE.2017.8259670","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Game-based learning: The use of Kahoot in teacher education
Recently, technologies have been increasingly used in the educational context, not only because they facilitate communication and access to information, but also because of their motivational potential. Game-based learning through digital tools such as Kahoot! combines game dynamics with the potential of monitoring student learning. In this sense, this article reports a study carried out in a teacher program, in order to analyze future teachers and teacher educators' perspectives on the use of the game-based learning platform Kahoot!. The participants point out students' greater involvement and participation and the promotion of learning as main advantages of this digital tool.