GAMIFICATION AND ACTIVE LEARNING WITH KAHOOT!: STUDENT CREATION OF EXAMS

被引:1
作者
Meier, Cecile [1 ,2 ]
Bonnet de Leon, Alejandro [3 ]
机构
[1] Univ La Laguna, Dept Bellas Artes, Area Escultura, San Cristobal la Laguna, Spain
[2] Grp Invest Diseno & Fabricac Digital, Santa Cruz De Tenerife, Spain
[3] Univ La Laguna, Dept Bellas Artes, Area Didact Expres Plast, San Cristobal la Laguna, Spain
来源
3C TIC | 2021年 / 10卷 / 02期
关键词
Kahoot!; Active Learning; Gamification; Mobile Learning; Exam;
D O I
10.17993/3ctic.2021.102.77-99
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
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 liahoot! 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 terns far a semipresential class, where half of the students are in the classroom and the other hall attend online. Based on a theoretical lesson plan from the photography class, 42 students, divided into groups of two Our, create their own test using Kahoot! On the day of the test, the tests created by the students themselves are fie firmed to the rest of the class via Kahoot! The results have been positive, all the students have managed to pass, than/s also to the large number of questions and the constant repetition of them. At the end of the action); 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.
引用
收藏
页码:77 / 99
页数:23
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