The Use of New Learning Technologies in Higher Education Classroom: A Case Study

被引:10
|
作者
Esteves, Micaela [1 ]
Pereira, Angela [2 ]
Veiga, Nuno [1 ]
Vasco, Rui [1 ]
Veiga, Anabela [3 ,4 ]
机构
[1] Polytech Inst Leiria, CIIC Comp Sci & Commun Res ESTG, Leiria, Portugal
[2] Polytech Inst Leiria, CiTUR Tourism Appl Res Ctr ESTM, Leiria, Portugal
[3] Univ Coimbra, Geosci Ctr, Coimbra, Portugal
[4] Polytech Inst Leiria, Leiria, Portugal
关键词
Learning; Collaborative learning; Game-Based Learning; Higher education;
D O I
10.1007/978-3-319-73210-7_59
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
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.
引用
收藏
页码:499 / 506
页数:8
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