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Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education
| Content Provider | MDPI |
|---|---|
| Author | Jos, é Sánchez-Romero Pertegal-Felices, María Jimeno-Morenilla, Antonio Mora-Mora, Higinio |
| Copyright Year | 2020 |
| Description | Gamification has proved to be a methodology that increases the likelihood of success and sustainability of educational institutions. This methodology has recently revealed itself as one of the most efficient teaching methodologies in the student body, proving useful at all educational levels. One of the most frequently mentioned properties is its ability to “reset” the student’s attention clock: the key is collective learning, an attractive way of remembering new content. The experience described below has been developed in the context of a generalist university in two very different degrees: Degree in Teacher Training and Degree in Computer Engineering. To develop the theoretical sessions, the master class was combined with the use of the Kahoot tool. The observations made by the teachers in relation to the dynamics of the theoretical classes show that the use of Kahoot at the end of the theoretical sessions increased the students’ attendance at class, in addition to their involvement in the sessions and they kept their attention for longer. This study has also shown that there are significant differences in the level of satisfaction shown by the students of both degrees with these tools. |
| Starting Page | 4778 |
| e-ISSN | 20711050 |
| DOI | 10.3390/su12114778 |
| Journal | Sustainability |
| Issue Number | 11 |
| Volume Number | 12 |
| Language | English |
| Publisher | MDPI |
| Publisher Date | 2020-06-11 |
| Access Restriction | Open |
| Subject Keyword | Sustainability Information and Library Science Gamification Information and Communication Technologies (ict) Higher Education Sustainable Education Kahoot® |
| Content Type | Text |
| Resource Type | Article |