2022
DOI: 10.1344/der.2022.42.34-49
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La herramienta Kahoot! como propuesta innovadora de gamificación educativa en Educación Superior

Abstract: En los últimos años se ha introducido la gamificación en las aulas, entendida como el uso de técnicas, elementos y dinámicas propias de los juegos en entornos ajenos al juego. En esta investigación, se ha utilizado una herramienta concreta de gamificación educativa, Kahoot!, plataforma gratuita que integra el juego en la actividad docente y requiere el uso de dispositivos móviles. Se trabajó con una muestra de 814 estudiantes de Educación Superior, de titulaciones, cursos y asignaturas diferentes en la rama de… Show more

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Cited by 6 publications
(5 citation statements)
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“…This is similar to other SRS such as Kahoot! (Martínez-López et al, 2022). However, most of the research on the use of LA through SRS is concentrated in scientific-technological areas and higher educational stages (Li & Wong, 2020a, 2020b.…”
Section: How To Put La Into Practice? the Integration Of Srs In Class...mentioning
confidence: 99%
“…This is similar to other SRS such as Kahoot! (Martínez-López et al, 2022). However, most of the research on the use of LA through SRS is concentrated in scientific-technological areas and higher educational stages (Li & Wong, 2020a, 2020b.…”
Section: How To Put La Into Practice? the Integration Of Srs In Class...mentioning
confidence: 99%
“…Among the main findings, the studies state that the use of different digital tools or resources as strategies for gamification allows for an improvement in students' academic performance, as well as greater feedback on their learning [24,29,33]. Likewise, researchers show that the development of these types of strategies in teaching practice increases the motivation, commitment, and interest of students towards the subject, due to the fact that classes are more interactive, and they delve deeper into more essential and practical topics in line with the student's reality [25,31,34]. Therefore, it is essential to include this type of innovative practice in higher education, as it allows acquiring knowledge and competences in a more interactive and fun way, favouring a good working environment based on student participation, thus improving the quality of learning of university students [26][27][28].…”
Section: Rq3 What Is the Impact Of Gamified Learning On University St...mentioning
confidence: 99%
“…Finalmente, tras realizar las exposiciones orales de todos los grupos, en donde se pusieron en común todas las técnicas disponibles publicadas hasta el momento para cada industria, se realizaron nuevas preguntas a través de Kahoot para comprobar que los conocimientos se habían adquirido de manera efectiva durante la sesión práctica y se había conseguido profundizar en ellos. Estas actividades fueron diseñadas gracias a trabajos científicos anteriores en los que realizaban actividades similares con grandes resultados académicos (Martínez et al, 2022).…”
Section: Total De Documentos Y Actividades Realizadas En El Aula Con ...unclassified