International Journal of Engineering Pedagogy | |
The Use of New Learning Technologies in Higher Education Classroom: A Case Study | |
ARTICLE | |
Micaela Dinis Esteves1  Angela Pereira1  Nuno Veiga1  Rui Vasco1  Anabela Veiga1  | |
[1] Polytechnic Institute of Leiria | |
关键词: Learning; collaborative learning; game-based learning; higher education.; | |
DOI : 10.3991/ijep.v8i2.8146 | |
来源: International Society for Engineering Education (IGIP), Kassel University Press | |
【 摘 要 】
We have conducted a study with higher level education students, in lecture classes of three Undergraduate Courses and one Professional Higher Technical Course that involved six different subjects with a total of 324 students. In this research the use of Game-Based Learning platform was analysed in order to encourage the students’ participation, increasing motivation and keeping them motivated and committed during lessons, therefore, increasing their learning skills. Based on these results, we recommend that Kahoot is used in lectures in order to help students develop their performances and abilities and at the same time be more successful and prepared to have an active participation in society.
【 授权许可】
Unknown
【 预 览 】
Files | Size | Format | View |
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RO202106100004804ZK.pdf | 3517KB | download |