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.

Alvaro Bejarano Martín, María Magán Maganto, R. Canal Bedia, Cristina Jenaro Río, Noelia Flores Robaina
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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.
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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。
游戏化工具的使用意味着在自然、复杂的环境中进行主动评估和学习的分析模型的进步,具有偶然的反应和学生交流,因此,意味着在与提案的主题和应用领域相关的短期和长期内获得的结果质量的提高。这项工作的目的是促进创新教学技术、过程和策略的发展,鼓励大学生参与。为此,我们将游戏化方法与kahoot!对于内容评估,参与者制作问卷并评估其他参与者的问卷。通过不同的分析获得的结果为在课堂上使用该工具的成功提供了强有力的证据。调查和统计分析都表明,使用Kahoot!测验和多媒体材料解题的方法不仅对教师有用,而且对学生也有用。
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