期刊
SUSTAINABILITY
卷 12, 期 12, 页码 -出版社
MDPI
DOI: 10.3390/su12124822
关键词
education; educational technology; game; social science; university students
资金
- Spanish Ministry of Science, Innovation and Universities [PGC2018-094491-B-C33]
- European Regional Development Fund (ERDF)
This study investigates to what extent the popular online gaming platform called Kahoot can be used as a creative and effective tool to promote motivation, engagement and meaningful learning. For this purpose, a quasi-experimental study was conducted with a sample of 101 undergraduate students of education who participated in online Kahoot quizzes by designing their own questions as part of the formative assessment. According to the results of the pre- and post-tests, the integration of this game-based student response system into the teaching process improved students' perception of certain concepts in social science teaching, increased their active participation in the lesson, and motivated them towards learning in a more interactive and stimulating environment. Therefore, it is recommended to take gamification to a whole new level with attractive digital participation platforms to increase motivation and enhance students' learning experience in higher education contexts.
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