scholarly journals Kahoot!: Bring the Fun Into the Classroom!

2018 ◽  
Vol 2 (2) ◽  
pp. 127 ◽  
Author(s):  
Grace Nathania Clara Sabandar ◽  
Noldy Richard Supit ◽  
Effendy Suryana

During the height of 21<sup>st</sup> Century Learning, educators across the globe are demanded to find ways, methods and techniques to engage modern learners in the learning process. Nowadays, with the simplicity provided by the Internet, it is not as difficult and painful to help with the process. One of the fun ways to educate learners is with games, digital games. Games are usually intended to increase learners’ desire for competition, goal achievement and genuine self-expression, all in the while games are also great to promote interactivity, have a set of rules with a quantifiable result, can be colorful, as well as appealing and extremely realistic. This paper is based on an interactive workshop which was focused in exploring the app, Kahoot!, that claims to provide educators with a chance to create a game-based assessment in different forms, such as multiple-choice questions, jumbled vocabulary, jumbled sentences. Healthy competition and rewarding good ideas provided by Kahoot! app also said to be motivational both to educators and for modern learners. It is expected that through this workshop participants are comfortable and able to incorporate Kahoot! into a variety of learning environments and will have the opportunity to design game-based learning events that can be used in the classroom. Finally, the workshop provided an opportunity for participants to discuss strengths, weaknesses, benefits and challenges in using Kahoot!.

Author(s):  
Khakata Esther Nyokabi ◽  
Msanjila Simon Samuel ◽  
Omwenga Vincent Oteke

Internet technology has been revolutionary over the years especially in the educational sector. However, the utility of internet technology in the learning process of a student in a higher learning institution has not been determined over the years. This has been due to the evolution that has taken place in education. This paper aims at helping in the development of an algorithmic model that will be used for the prediction of internet technology utilization in learning. Specifically, the research will focus on modelling the Cobb- Douglas production theorem to predict the learning output of a given student considering the utility of the internet technology, the infrastructural investment made by the institution of higher learning and the effort of the student. The results of this ongoing research will eventually be of great importance in helping institutions of higher learning determine their returns after investing in internet technology. The students will also be informed on how to use the internet technology in a better way in order to get the best out of the resource.


Author(s):  
Manuel Armenteros ◽  
Anto J. Benítez ◽  
Diana-Gabriela Curca

This chapter presents the interactive trivia game developed by the TECMERIN research group in collaboration with the Fédération Internationale de Football Association (FIFA) as an online educational resource to facilitate the learning process for football referees and assistant referees. The interactive trivia model uses a total of 1500 multiple-choice questions. This research explains the structure and dynamics of the game, the technology used, its structure, and the theoretical basis. The model has been tried out by eleven international referee instructors in order to test the user experience as felt by the participants. The results obtained show great satisfaction in the game as an educational resource and confirm the immediate possibility of extrapolating the model to other areas of sport.


Author(s):  
Paul Pivec ◽  
Maja Pivec

Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. The constructivist design required for successful Game-Based Learning is discussed in this chapter and the model of recursive learning is discussed suggesting how Game-Based Learning (GBL) and how to maximize its affect. This chapter defines “Gameplay” and tables the perceptions of both players and teachers in the area of abilities learnt from playing digital games. Resources for implementing GBL are highlighted and the need for these is discussed. We conclude this chapter with design guidelines that will ensure effective learning outcomes are attained and suggest why these steps are necessary.


10.28945/4479 ◽  
2019 ◽  
Vol 18 ◽  
pp. 153-170
Author(s):  
Yolanda Belo ◽  
Sérgio Moro ◽  
António Martins ◽  
Pedro Ramos ◽  
Joana Martinho Costa ◽  
...  

Aim/Purpose: This paper presents a data mining approach for analyzing responses to advanced declarative programming questions. The goal of this research is to find a model that can explain the results obtained by students when they perform exams with Constructed Response questions and with equivalent Multiple-Choice Questions. Background: The assessment of acquired knowledge is a fundamental role in the teaching-learning process. It helps to identify the factors that can contribute to the teacher in the developing of pedagogical methods and evaluation tools and it also contributes to the self-regulation process of learning. However, better format of questions to assess declarative programming knowledge is still a subject of ongoing debate. While some research advocates the use of constructed responses, others emphasize the potential of multiple-choice questions. Methodology: A sensitivity analysis was applied to extract useful knowledge from the relevance of the characteristics (i.e., the input variables) used for the data mining process to compute the score. Contribution: Such knowledge helps the teachers to decide which format they must consider with respect to the objectives and expected students results. Findings: The results shown a set of factors that influence the discrepancy between answers in both formats. Recommendations for Practitioners: Teachers can make an informed decision about whether to choose multiple-choice questions or constructed-response taking into account the results of this study. Recommendation for Researchers: In this study a block of exams with CR questions is verified to complement the area of learning, returning greater performance in the evaluation of students and improving the teaching-learning process. Impact on Society: The results of this research confirm the findings of several other researchers that the use of ICT and the application of MCQ is an added value in the evaluation process. In most cases the student is more likely to succeed with MCQ, however if the teacher prefers to evaluate with CR other research approaches are needed. Future Research: Future research must include other question formats.


Author(s):  
Begoña Gros

Children and young people today are introduced to the virtual world via video games, and the way that they interact with technology is changing ways of learning and the production of knowledge. The design of a learning environment based on the educational properties of games seems to be an ideal way of increasing learning. Digital games offer a very good example of the principles of successful learning environments; they are users-centered, and they promote challenge, co-operation, engagement and the development of problem-solving strategies. Games can help students learn to collaborate, solve problems, collect and analyse data, test hypotheses, and engage in debate. But there are differences between using digital games for play and using them in a formal context. For this reason, methodologies must be developed for their use in the classroom. In this chapter, the author proposes examples of methods that can be applied to the use of video games in formal education.


2020 ◽  
Vol 10 (9) ◽  
pp. 213
Author(s):  
José Carlos Piñero Charlo

The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism, curricular alternative proposals that have focused attention on the learning process (rather than in the teaching one) have been developed. Recently, game-based learning has been developed as a problem-based learning methodology, able to achieve a deeper implication of the students. In line with this approach, the main scope of this paper is to provide evidence of the learning process in game-based learning environments. To do this, student teachers have designed an educational escape room that fits curricular learning outcomes. This manuscript reports on an educational escape room experience that was implemented in three different Primary Education Schools (total student population of 117 students, while here we present a fragment of 5 participants). In order to evaluate the development of certain knowledge, a transcribed fragment is presented and analyzed. In the reported experience, evidence of learning processes and horizontal mathematization are reported in the frame of an educational escape room. This constitutes an evidence of learning processes in gamified environments.


2019 ◽  
pp. 279-290
Author(s):  
Veljko Aleksic

The paper presents a theoretical overview of digital game-based learning operationalization strategies. As digital games gradually permeated all the pores of modern society, they clearly cannot stand a side in contemporary educational practice. Three referent strategies for the successful digital game-based learning implementation are presented in the paper, each with its advantages and shortcomings. As this approach is relatively new, there still lacks a unique recommendation for the most efficient or the most successful way to implement digital games in learning process.


Author(s):  
Betül Özkan-Czerkawski

Digital games and simulations are playing an important role in younger generations’ lives. Their adoption to e-Learning environments, however, is rather slow because educators are reluctant to change the way they teach. This chapter starts with a brief discussion of game and simulation terminology, including serious games, game-based learning, and game genres. It continues with a review of the current status of educational games and simulations being used in higher education institutions. Important case studies are provided to present examples to the higher education faculty. Finally, a discussion of teaching strategies, instructional design processes, and assessment issues for effective digital game incorporation in e-Learning is included.


2001 ◽  
Vol 56 (3) ◽  
pp. 69-74 ◽  
Author(s):  
Maurício de Maio ◽  
Marcus Castro Ferreira

PURPOSE: The Internet expands the range and flexibility of teaching options and enhances the ability to process the ever-increasing volume of medical knowledge. The aim of this study is to describe and discuss our experience with transforming a traditional medical training course into an Internet-based course. METHOD: Sixty-nine students were enrolled for a one-month course. They answered pre- and post-course questionnaires and took a multiple-choice test to evaluate the acquired knowledge. RESULTS: Students reported that the primary value for them of this Internet-based course was that they could choose the time of their class attendance (67%). The vast majority (94%) had a private computer and were used to visiting the Internet (75%) before the course. During the course, visits were mainly during the weekends (35%) and on the last week before the test (29%). Thirty-one percent reported that they could learn by reading only from the computer screen, without the necessity of printed material. Students were satisfied with this teaching method as evidenced by the 89% who reported enjoying the experience and the 88% who said they would enroll for another course via the Internet. The most positive aspect was freedom of scheduling, and the most negative was the lack of personal contact with the teacher. From the 80 multiple-choice questions, the mean of correct answers was 45.5, and of incorrect, 34.5. CONCLUSIONS: This study demonstrates that students can successfully learn with distance learning. It provides useful information for developing other Internet-based courses. The importance of this new tool for education in a large country like Brazil seems clear.


Author(s):  
E. Ferrándiz ◽  
C. Puentes ◽  
P. J. Moreno ◽  
E. Flores

<p>This paper describes a teaching experience using Socrative, a third party electronic tool, for real-time questioning in lectures of Econometrics.  Econometrics is a theoretical-practical subject, but traditionally a large proportion of our students tend to focus on the practical and discard the theory, often skipping classes on theory and avoiding studying its content, probably motivated by its complexity. As a consequence, students’ marks obtained in the theoretical part of the exam are usually low. In this context, we put forward a change in our teaching methodology to include the use of Socrative, a freely available app, that allows students to answer teachers’ short, true/false, or multiple choice questions posed during each class using their smartphones (or other electronic devices with Internet connection). The objectives of this project are twofold: 1) to engage students and increase attendance at lectures; 2) to improve feedback on the learning process. The results of a survey of a sample of 186 students reveal that Socrative has been an effective tool for achieving these objectives.</p>


Sign in / Sign up

Export Citation Format

Share Document