Gamification Assessment

B. C. Martínez-Azúa
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引用次数: 1

Abstract

University education is currently the object of numerous changes related to the implementation of the European Higher Education Area (EHEA). One of them involves placing the student at the core of the teaching-learning process through the use of active methodologies. During the academic year 2018/2019, with this objective in mind, Gamification was introduced in the subject of Microeconomics as an innovative teaching experience. This was carried out through the use of Kahoot. At the end of the course, the experience was evaluated through an online questionnaire combined with the analysis of the academic results. In general, the innovative experience was positive for the students because it increased their motivation and participation in the classroom, and improved the learning process. The experience also positively affected final results of the participating students.
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游戏化的评估
大学教育目前是与欧洲高等教育区(EHEA)的实施有关的众多变化的对象。其中之一是通过使用积极的方法将学生置于教学过程的核心。在2018/2019学年,考虑到这一目标,游戏化作为一种创新的教学体验引入了微观经济学学科。这是通过使用Kahoot来实现的。在课程结束时,通过在线问卷和对学术成果的分析对体验进行评估。总的来说,这种创新体验对学生来说是积极的,因为它增加了他们在课堂上的积极性和参与度,并改善了学习过程。这次经历也对参与学生的最终成绩产生了积极的影响。
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