Kahoot,赢得学习竞赛

Vanessa Izquierdo-Álvarez, Eva Lahuerta-Otero, Rebeca Cordero-Gutiérrez
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引用次数: 3

摘要

随着千禧一代和Z一代进入大学课堂,最大的教学挑战是调整传统的大师班,将课堂变成一个利用信息和通信技术的协作空间,引入动态元素,鼓励越来越缺乏动力的学生参与。随着移动设备在日常生活的各个方面的出现和渗透,教学过程必须改变,以鼓励参与并取得有效的结果。因此,像Kahoot这样的游戏化工具能够帮助玩家应对这一挑战,因为它们能够鼓励玩家通过游戏和竞争有效地获取技能。本研究展示了将游戏化过程纳入西班牙公立和私立大学课堂的积极结果,对比了它们在不同学位和科目上的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kahoot, win the learning race
With the arrival of the millennials and generation Z to the university classrooms, the greatest teaching challenge is to adapt the traditional masterclass and turn the classroom into a collaborative space that takes advantage of Information and communication technology to introduce dynamic elements that encourage the participation of increasingly unmotivated students. With the emergence and penetration of mobile devices in all aspects of everyday life, the teaching-learning process must be changed to encourage participation and to achieve effective results. Thus, the use of gamification tools such as Kahoot can help in this challenge, as they encourage the effective acquisition of competences through play and competition. This study demonstrates the positive results of including gamification processes in the Spanish public and private university classroom, contrasting their effectiveness in different degrees and subjects.
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