Alvaro Bejarano Martín, María Magán Maganto, R. Canal Bedia, Cristina Jenaro Río, Noelia Flores Robaina
{"title":"通过主动学习和自我评估来实现!基于q12问答应用的心理学与教育学教学改进与创新平台。","authors":"Alvaro Bejarano Martín, María Magán Maganto, R. Canal Bedia, Cristina Jenaro Río, Noelia Flores Robaina","doi":"10.4995/inred2022.2022.15818","DOIUrl":null,"url":null,"abstract":"The use of gamification tools has meant an advance towards models of analysis of active assessment and learning in a natural, complex environment with contingent responses and student exchanges and, therefore, has meant an improvement in the quality of the results obtained in the short and long term in relation to the subjects and areas of application of the proposal. The aim of this work has been to promote the development of innovative teaching techniques, processes and strategies that encourage university student participation. To this end, a gamification methodology was used with the tool kahoot! for content evaluation, where participants created questionnaires and evaluated the questionnaires of other participants. The results obtained through the different analyses provide strong evidence of the success of using the tool in the classroom. Both the survey and the statistical analyses have shown that the use of the Kahoot! quizzes together with the methods of explaining the questions with multimedia materials has not only been useful for the teachers, but also for the students.","PeriodicalId":326366,"journal":{"name":"In-Red 2022 - VIII Congreso Nacional de Innovación Educativa y Docencia en Red","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"ACTIVE LEARNING AND SELF-ASSESSMENT THROUGH THE IMPLEMENTATION OF THE KAHOOT! PLATFORM FOR THE IMPROVEMENT AND INNOVATION OF TEACHING IN PSYCHOLOGY AND EDUCATION BASED ON THE Q12 TRIVIA APPLICATION.\",\"authors\":\"Alvaro Bejarano Martín, María Magán Maganto, R. Canal Bedia, Cristina Jenaro Río, Noelia Flores Robaina\",\"doi\":\"10.4995/inred2022.2022.15818\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of gamification tools has meant an advance towards models of analysis of active assessment and learning in a natural, complex environment with contingent responses and student exchanges and, therefore, has meant an improvement in the quality of the results obtained in the short and long term in relation to the subjects and areas of application of the proposal. The aim of this work has been to promote the development of innovative teaching techniques, processes and strategies that encourage university student participation. To this end, a gamification methodology was used with the tool kahoot! for content evaluation, where participants created questionnaires and evaluated the questionnaires of other participants. The results obtained through the different analyses provide strong evidence of the success of using the tool in the classroom. Both the survey and the statistical analyses have shown that the use of the Kahoot! quizzes together with the methods of explaining the questions with multimedia materials has not only been useful for the teachers, but also for the students.\",\"PeriodicalId\":326366,\"journal\":{\"name\":\"In-Red 2022 - VIII Congreso Nacional de Innovación Educativa y Docencia en Red\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-07-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"In-Red 2022 - VIII Congreso Nacional de Innovación Educativa y Docencia en Red\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4995/inred2022.2022.15818\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"In-Red 2022 - VIII Congreso Nacional de Innovación Educativa y Docencia en Red","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4995/inred2022.2022.15818","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
ACTIVE LEARNING AND SELF-ASSESSMENT THROUGH THE IMPLEMENTATION OF THE KAHOOT! PLATFORM FOR THE IMPROVEMENT AND INNOVATION OF TEACHING IN PSYCHOLOGY AND EDUCATION BASED ON THE Q12 TRIVIA APPLICATION.
The use of gamification tools has meant an advance towards models of analysis of active assessment and learning in a natural, complex environment with contingent responses and student exchanges and, therefore, has meant an improvement in the quality of the results obtained in the short and long term in relation to the subjects and areas of application of the proposal. The aim of this work has been to promote the development of innovative teaching techniques, processes and strategies that encourage university student participation. To this end, a gamification methodology was used with the tool kahoot! for content evaluation, where participants created questionnaires and evaluated the questionnaires of other participants. The results obtained through the different analyses provide strong evidence of the success of using the tool in the classroom. Both the survey and the statistical analyses have shown that the use of the Kahoot! quizzes together with the methods of explaining the questions with multimedia materials has not only been useful for the teachers, but also for the students.