Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education

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dc.contributorInvestigación en Inteligencias, Competencia Social y Educación (SOCEDU)es_ES
dc.contributorHabilidades, Competencias e Instrucciónes_ES
dc.contributorUniCAD: Grupo de Investigación en CAD/CAM/CAE de la Universidad de Alicantees_ES
dc.contributorArquitecturas Inteligentes Aplicadas (AIA)es_ES
dc.contributor.authorPertegal-Felices, María Luisa-
dc.contributor.authorJimeno-Morenilla, Antonio-
dc.contributor.authorSanchez-Romero, Jose-Luis-
dc.contributor.authorMora, Higinio-
dc.contributor.otherUniversidad de Alicante. Departamento de Psicología Evolutiva y Didácticaes_ES
dc.contributor.otherUniversidad de Alicante. Departamento de Tecnología Informática y Computaciónes_ES
dc.date.accessioned2020-12-10T10:55:26Z-
dc.date.available2020-12-10T10:55:26Z-
dc.date.issued2020-06-11-
dc.identifier.citationPertegal-Felices ML, Jimeno-Morenilla A, Sánchez-Romero JL, Mora-Mora H. Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education. Sustainability. 2020; 12(11):4778. https://doi.org/10.3390/su12114778es_ES
dc.identifier.issn2071-1050-
dc.identifier.urihttp://hdl.handle.net/10045/110803-
dc.description.abstractGamification 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.es_ES
dc.description.sponsorshipThis work was supported by the I3CE Network Program of research in university teaching at the Institute of Educational Sciences at the University of Alicante (ICE call 2018-19) under Grant 4331.es_ES
dc.languageenges_ES
dc.publisherMDPIes_ES
dc.rights© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).es_ES
dc.subjectGamificationes_ES
dc.subjectInformation and Communication Technologies (ICT)es_ES
dc.subjectHigher educationes_ES
dc.subjectSustainable educationes_ES
dc.subjectKahootes_ES
dc.subject.otherDidáctica y Organización Escolares_ES
dc.subject.otherArquitectura y Tecnología de Computadoreses_ES
dc.titleComparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Educationes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.peerreviewedsies_ES
dc.identifier.doi10.3390/su12114778-
dc.relation.publisherversionhttps://doi.org/10.3390/su12114778es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
Apareix a la col·lecció: INV - Habilidades, Competencias e Instrucción - Artículos de Revistas
INV - SOCEDU - Artículos de Revistas
INV - AIA - Artículos de Revistas
INV - UNICAD - Artículos de Revistas

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