游戏化和积极学习与Kahoot!:由学生创建考试

Cecile Meier, Alejandro Bonnet de León
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引用次数: 1

摘要

新技术和游戏化越来越多地被用于促进学习,并在课程计划结束时进行评估测试。本文介绍了Kahoot!促进主动学习,强化课堂上所学概念的知识,并以游戏的形式进行评价性测试。这也是一种在同等条件下对半代表式课堂进行测试的方式,其中一半的学生在教室里,另一半在网上参加考试。根据摄影课的理论课程计划,42名学生分成2到4人一组,使用Kahoot!创建自己的测试。在考试当天,由学生自己设计的测试将通过Kahoot!结果是积极的,所有的学生都设法通过了考试,这也要归功于大量的问题和不断的重复。在活动结束时,对学生进行满意度测试,以评估他们对Kahoot!以一种非常积极的方式积极参与考试的创造。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamificación y aprendizaje activo con Kahoot!: creación de exámenes por parte del alumnado
New technologies and gamification are increasingly being used to facilitate learning and also to carry out evaluative tests at the end of a lesson plans. This text describes the use of Kahoot! to promote active learning, to reinforce the knowledge of the concepts seen in class and to create an evaluative test in the form of a game. It is also a way of conducting a test on equal terms for a semipresential class, where half of the students are in the classroom and the other half attend online. Based on a theoretical lesson plan from the photography class, 42 students, divided into groups of two to four, create their own test using Kahoot!. On the day of the test, the tests created by the students themselves are performed to the rest of the class via Kahoot! The results have been positive, all the students have managed to pass, thanks also to the large number of questions and the constant repetition of them. At the end of the activity, a satisfaction test was given to the students where they evaluated the use of Kahoot! and the possibility of being an active part in the creation of the exam in a very positive way.
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