Laura Nieto Riveiro, Betania Groba González, Javier Pereira Loureiro, Thais Pousada García
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引用次数: 0

摘要

galegoEste traballo xestouse no Grupo de Innovacion Educativa "Gamificacion e interactividade nas aulas" da Universidade da Coruna.其主要目的是确定通过在线点击器和游戏工具等技术在介绍不同材料时创建互动内容以吸引学生注意力的潜力。通过多种应用程序,如 AnswerGarden、Kahoot 和 Mentimeter,交流展示了在线和实时探究的结果。互动式教学法在科鲁尼亚大学老年大学和眼科治疗 Grao 课程中得到了应用。活动参与者包括自己的讲师、小学生(19 至 25 岁)和 50 岁以上的学生(老年大学)。眼科治疗专业二年级和三年级的学生(人数=105)参加了调查(每种材料的在线咨询次数为 6 次)。在老年大学,30 名学生反映了他们对健康、福利和发展等不同主题的看法,并展示了他们对使用 TIC 的看法。在最初的体验中,我们发现游戏可以应用于不同学生群体的大学课堂。参与和可视化结果的实时生成,提供了即时的反馈,有助于具体内容的学习。English 本作品由科鲁尼亚大学 "课堂游戏化和互动性 "教育创新小组创作。其主要建议是确定通过技术创建互动式内容来展示少数学科的潜力。其中一个例子就是使用在线点击器和游戏化工具来吸引学生的注意力。本文介绍了通过各种应用程序(如 AnswerGarden、Kahoot 和 Mentimeter)使用在线和准时问答的结果。互动方法被应用于职业治疗学位和高级大学的科目中。积极参与者包括教师、青年学生(19-25 岁)和 50 岁以上的人士(老年大学)。职业疗法专业第二和第三课程的学生(人数=105)参与了调查(主要是各学科的 6 次咨询)。在老年大学,30 名学生反映了他们对健康、福祉和老龄化等不同主题的看法,并介绍了自己对信息和通信技术的了解。在第一次体验中,作者发现游戏化可以在大学中应用于不同的学生群体。参与和结果显示都是实时进行的,提供了即时反馈,有助于了解具体内容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamificación e interactividade nas aulas da UDC
galegoEste traballo xestouse no Grupo de Innovacion Educativa “Gamificacion e interactividade nas aulas” da Universidade da Coruna. Como principal obxectivo planeouse determinar o potencial da creacion de contidos interactivos dentro das presentacions de diferentes materias mediante tecnoloxias coma os clickers on-line e ferramentas de gamificacion para captar a atencion do alumnado. A comunicacion presenta os resultados do emprego das enquisas online e en tempo real, a traves de diversas aplicacions, coma AnswerGarden, Kahoot e Mentimeter. A metodoloxia interactiva aplicouse en materias do Grao en Terapia Ocupacional e na Universidade Senior da Universidade da Coruna. Os participantes activos incluen aos propios docentes, estudantes xoves (entre 19 e 25 anos) e persoas maiores de 50 anos (Universidade Senior). Os estudantes de 2o e 3o de Terapia Ocupacional (n=105) participaron nas enquisas (media de 6 consultas online por materia). Na Universidade Senior, 30 estudantes reflectiron as suas percepcions sobre diferentes tematicas como saude, benestar e envecellemento e manifestaron os conecementos acadados sobre o uso das TIC. Nesta primeira experiencia, comprobouse que a gamificacion pode ser aplicada nos contornos universitarios con diferentes grupos de estudantes. A participacion e visualizacion dos resultados producese en tempo real, ofrecendo unha retroalimentacion inmediata e contribuindo a aprendizaxe de contidos especificos. EnglishThe present work was created by Group of Educative Innovation “Gamification and interactivity in classrooms” of Universidade da Coruna. The main proposal was to determine the potential derivate from the creation of interactive contains on presentation of few subjects through technologies. One example of that is the use of clickers online and tools for gamification to get the attention from students. The paper presents the results from the use of online and on time enquires through diverse applications, like AnswerGarden, Kahoot and Mentimeter. The interactive methodology was applied in subjects of Degree in Occupational Therapy and of Senior University. The active participants were the own teachers, young students (19 – 25 years old) and people with more than 50 years (Senior University). The students from 2 and 3 course of Occupational Therapy (n=105) participated on enquires (main of 6 consults by subject). In Senior University, 30 students reflected their perceptions about different subjects, as health, wellbeing and aging, and exposed their own knowledge about ICT. In that first experience, authors checked that gamification can be applied along universities contexts with different groups of students. The participation and display of results occur in real time, offering an immediate feedback and contributing to the knowledge of specific contains.
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