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(709) GAMIFICATION IN CIVIL ENGINEERING: KAHOOT! AS PART OF THE TEACHING-LEARNING METHOD IN THE SUBJECT OF ‘BUILDING’

机译:(709)土木工程的娱乐:Kahoot!作为“建筑物”主题教学方法的一部分

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Traditional teaching-learning methods are losing effectiveness in university classrooms. Some professors feel satisfied after their lecture but, this situation can become a trap for the professor and the student. On many occasions the professor is not able to identify student passivity, which may result in learning difficulties, poor receptivity and attention, low performance, reluctance and even absenteeism, demotivation and abandonment of the subject. Student passivity is aggravated by the increasing number of electronic devices that are found in the classroom. These can lead to a greater deficit of attention due to their excessive or inadequate use. The professor should, therefore, have the tools to adapt to a student audience that has been brought up in an increasingly digitalized environment, in addition to possessing a deep knowledge of the subject. This study benefits from the inevitable presence of technology in the classroom to reactivate the teaching-learning method using gamification practices. The innovative gamification techniques attract attention, motivate teaching and achieve better academic results for students. The teaching-learning method through gamification was carried out in the “Building” subject of the Degree in Civil Engineering at the University of Cordoba (Spain), using online Kahoot! questionnaires. At the end of the lecture, the students used their mobile phones (smartphones) to do Kahoot! integrated by questions related to the theoretical/practical concepts taught throughout that session. The Kahoot! platform makes the partial/total obtained score public in real time, becoming a knowledge competition among the students at the end of the lecture. The percentage of students who participated in Kahoot! and successfully passed the “Building” exam was 75% of the total group. The students who participated in Kahoot! and did not pass the exam was 12% of the total group. These students needed to retake an exam to pass the subject. It is worth noting that, although this student group obtained failing exam grades, their marks were higher than 4 points out of 10. The group of students who did not complete the Kahoot! questionnaires and did not pass the “Building” exam amounted to 13%. From the results obtained, it has been highlighted that none of the students who did not do the Kahoot! passed the “Building” subject. The gamification technique used in this study favoured the knowledge acquisition and the overcoming of the “Building” subject, fostering a relaxed and motivating study/work environment and reactivating the teaching-learning method at the same time.
机译:传统的教学方法正在大学教室中失去有效性。一些教授在讲座后感到满意,但这种情况可以成为教授和学生的陷阱。在许多场合,教授无法识别学生被动,这可能导致学习困难,接受性和关注不良,性能,不情愿,甚至缺勤,消失和放弃受试者。越来越多的课堂上发现的电子设备越来越多地加剧了学生的传奇。由于它们过度或不充分的使用,这些可能导致更大的关注缺陷。因此,教授应该让工具适应在越来越多的数字化环境中被提升的学生观众,除了拥有对该主题的深刻知识。这项研究从教室中的技术不可避免地存在,使用游戏方法重新激活教学方法。创新的娱乐技术吸引了注意力,激励教学,为学生提供更好的学术成果。通过娱乐教学方法是在科尔多瓦大学(西班牙)的“建筑”主题中进行的“建筑”主题,使用在线Kahoot!问卷。在讲座结束时,学生用手机(智能手机)做kahoot!通过与在此次会议中教授的理论/实际概念有关的问题综合。 kahoot!平台使部分/总量实时获得公众,成为学生在讲座结束时的知识竞争。参加Kahoot的学生的百分比!并成功通过“建筑物”考试是总集团的75%。参加Kahoot的学生!并没有通过考试是总集团的12%。这些学生需要重新考试以通过主题。值得注意的是,虽然这个学生组获得了考试成绩的失败,但他们的标记超过了4分。一群没有完成kahoot的学生组!问卷并没有通过“建筑”考试达13%。从获得的结果中,它突出了,没有人没有做kahoot的学生!通过了“建设”主题。本研究中使用的游戏化技术有利于知识获取和克服“建设”主体,促进轻松和激励的学习/工作环境,并同时重新激活教学方法。

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