The interactive assessments using gamification tools (Kahoot! & Socrative)
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10773/34589 |
Resumo: | The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to motivate learners and develop creative thinking” enabled me to introduce Gamification tools in GSS Jain Gurukul Cambridge International residential school, Chennai, India, to conduct Interactive Assessments in teaching. The feasibility study was carried out on the curriculum of Middle and Secondary education with the available technology of the institution, and Gamification tools. A questionnaire one was conducted to identify students’ participation, engagement, and selfinitiative in learning the module, and the usage of multimedia tools in classroom activities. Questionnaire one and the research study ensured to decide and introduce Gamification tools Kahoot! and Socrative for various classroom activities of GSS Jain Gurukul students. A case study was used as a method in this research. At the end of the academic year questionnaire two was applied to identify students' participation, engagement, motivation, creative thinking, and self-confidence in learning. The results show that almost all students strongly agreed on the above factors and that gamification strongly stimulated their enthusiasm and willingness to use such tools in their learning. |
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The interactive assessments using gamification tools (Kahoot! & Socrative)Gamification toolsKahootSocrativeInteractive assessmentsThe Ph.D. research project “Gamification in Middle, Secondary and Higher Education to motivate learners and develop creative thinking” enabled me to introduce Gamification tools in GSS Jain Gurukul Cambridge International residential school, Chennai, India, to conduct Interactive Assessments in teaching. The feasibility study was carried out on the curriculum of Middle and Secondary education with the available technology of the institution, and Gamification tools. A questionnaire one was conducted to identify students’ participation, engagement, and selfinitiative in learning the module, and the usage of multimedia tools in classroom activities. Questionnaire one and the research study ensured to decide and introduce Gamification tools Kahoot! and Socrative for various classroom activities of GSS Jain Gurukul students. A case study was used as a method in this research. At the end of the academic year questionnaire two was applied to identify students' participation, engagement, motivation, creative thinking, and self-confidence in learning. The results show that almost all students strongly agreed on the above factors and that gamification strongly stimulated their enthusiasm and willingness to use such tools in their learning.O projeto de investigação de doutoramento "Gamification in Middle, SecondaryandHigherEducation to motivatelearnersanddevelopcreativethinking" (Gamificação no Ensino Médio, Secundário e Superior para motivar os alunos e desenvolver o pensamento criativo) permitiu-nos introduzir ferramentas de Gamificação na escola residencial GSS JainGurukul Cambridge International, Chennai, Índia, para conduzir Avaliações Interativas no ensino. O estudo de viabilidade foi realizado sobre o currículo do Ensino Médio e Secundário com a tecnologia disponível da instituição, e as ferramentas de Gamificação. Foi realizado um questionário para identificar a participação, envolvimento e autoiniciativa dos estudantes na aprendizagem do módulo, e a utilização de ferramentas multimédia em atividades de sala de aula. O questionário um e o estudo de investigação asseguraram a decisão e introdução das ferramentas de GamificaçãoKahoot! e Socrative para várias atividades de sala de aula dos alunos da GSS JainGurukul. Um estudo de caso foi adotado como método nesta investigação. No final do ano académico foi aplicado o questionário dois para identificar a participação, envolvimento, motivação, pensamento criativo, e autoconfiança dos estudantes na aprendizagem. Os resultados mostram que quase todos os estudantes concordaram fortemente com os fatores acima mencionados e que a gamificação estimulou fortemente o seu entusiasmo e vontade de utilizar tais ferramentas na sua aprendizagem.Centro de Investigação Didática e Tecnologia na Formação de Formadores, Universidade de Aveiro; Centro Universitário Adventista de São Paulo2022-09-09T14:45:43Z2021-07-01T00:00:00Z2021-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/34589eng1647-730810.34624/ilcj.v11i1.23770Lawrance, Paul JosephMoreira, AntónioSantos, Carlosinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-05-06T04:38:25Zoai:ria.ua.pt:10773/34589Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-05-06T04:38:25Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
title |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
spellingShingle |
The interactive assessments using gamification tools (Kahoot! & Socrative) Lawrance, Paul Joseph Gamification tools Kahoot Socrative Interactive assessments |
title_short |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
title_full |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
title_fullStr |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
title_full_unstemmed |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
title_sort |
The interactive assessments using gamification tools (Kahoot! & Socrative) |
author |
Lawrance, Paul Joseph |
author_facet |
Lawrance, Paul Joseph Moreira, António Santos, Carlos |
author_role |
author |
author2 |
Moreira, António Santos, Carlos |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Lawrance, Paul Joseph Moreira, António Santos, Carlos |
dc.subject.por.fl_str_mv |
Gamification tools Kahoot Socrative Interactive assessments |
topic |
Gamification tools Kahoot Socrative Interactive assessments |
description |
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to motivate learners and develop creative thinking” enabled me to introduce Gamification tools in GSS Jain Gurukul Cambridge International residential school, Chennai, India, to conduct Interactive Assessments in teaching. The feasibility study was carried out on the curriculum of Middle and Secondary education with the available technology of the institution, and Gamification tools. A questionnaire one was conducted to identify students’ participation, engagement, and selfinitiative in learning the module, and the usage of multimedia tools in classroom activities. Questionnaire one and the research study ensured to decide and introduce Gamification tools Kahoot! and Socrative for various classroom activities of GSS Jain Gurukul students. A case study was used as a method in this research. At the end of the academic year questionnaire two was applied to identify students' participation, engagement, motivation, creative thinking, and self-confidence in learning. The results show that almost all students strongly agreed on the above factors and that gamification strongly stimulated their enthusiasm and willingness to use such tools in their learning. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-07-01T00:00:00Z 2021-07 2022-09-09T14:45:43Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10773/34589 |
url |
http://hdl.handle.net/10773/34589 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
1647-7308 10.34624/ilcj.v11i1.23770 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Centro de Investigação Didática e Tecnologia na Formação de Formadores, Universidade de Aveiro; Centro Universitário Adventista de São Paulo |
publisher.none.fl_str_mv |
Centro de Investigação Didática e Tecnologia na Formação de Formadores, Universidade de Aveiro; Centro Universitário Adventista de São Paulo |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
mluisa.alvim@gmail.com |
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1817543815646412800 |