Vanessa Izquierdo-Álvarez, Eva Lahuerta-Otero, Rebeca Cordero-Gutiérrez
{"title":"Kahoot,赢得学习竞赛","authors":"Vanessa Izquierdo-Álvarez, Eva Lahuerta-Otero, Rebeca Cordero-Gutiérrez","doi":"10.1145/3284179.3284303","DOIUrl":null,"url":null,"abstract":"With the arrival of the millennials and generation Z to the university classrooms, the greatest teaching challenge is to adapt the traditional masterclass and turn the classroom into a collaborative space that takes advantage of Information and communication technology to introduce dynamic elements that encourage the participation of increasingly unmotivated students. With the emergence and penetration of mobile devices in all aspects of everyday life, the teaching-learning process must be changed to encourage participation and to achieve effective results. Thus, the use of gamification tools such as Kahoot can help in this challenge, as they encourage the effective acquisition of competences through play and competition. This study demonstrates the positive results of including gamification processes in the Spanish public and private university classroom, contrasting their effectiveness in different degrees and subjects.","PeriodicalId":370465,"journal":{"name":"Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality","volume":"22 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Kahoot, win the learning race\",\"authors\":\"Vanessa Izquierdo-Álvarez, Eva Lahuerta-Otero, Rebeca Cordero-Gutiérrez\",\"doi\":\"10.1145/3284179.3284303\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With the arrival of the millennials and generation Z to the university classrooms, the greatest teaching challenge is to adapt the traditional masterclass and turn the classroom into a collaborative space that takes advantage of Information and communication technology to introduce dynamic elements that encourage the participation of increasingly unmotivated students. With the emergence and penetration of mobile devices in all aspects of everyday life, the teaching-learning process must be changed to encourage participation and to achieve effective results. Thus, the use of gamification tools such as Kahoot can help in this challenge, as they encourage the effective acquisition of competences through play and competition. This study demonstrates the positive results of including gamification processes in the Spanish public and private university classroom, contrasting their effectiveness in different degrees and subjects.\",\"PeriodicalId\":370465,\"journal\":{\"name\":\"Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality\",\"volume\":\"22 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3284179.3284303\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3284179.3284303","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
With the arrival of the millennials and generation Z to the university classrooms, the greatest teaching challenge is to adapt the traditional masterclass and turn the classroom into a collaborative space that takes advantage of Information and communication technology to introduce dynamic elements that encourage the participation of increasingly unmotivated students. With the emergence and penetration of mobile devices in all aspects of everyday life, the teaching-learning process must be changed to encourage participation and to achieve effective results. Thus, the use of gamification tools such as Kahoot can help in this challenge, as they encourage the effective acquisition of competences through play and competition. This study demonstrates the positive results of including gamification processes in the Spanish public and private university classroom, contrasting their effectiveness in different degrees and subjects.