The interactive assessments using gamification tools (Kahoot! & Socrative)

Detalhes bibliográficos
Autor(a) principal: Lawrance, Paul Joseph
Data de Publicação: 2021
Outros Autores: Moreira, António, Santos, Carlos
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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spelling 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:RCAAP2024-02-22T12:05:56Zoai:ria.ua.pt:10773/34589Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:05:32.690798Repositório 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
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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
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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
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