The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education

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/10773/38219
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 identifystudents’ participation, engagement, and self-initiative 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 appliedto identifystudents' 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 suchtools in their learning.
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spelling The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary educationGamification 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 identifystudents’ participation, engagement, and self-initiative 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 appliedto identifystudents' 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 suchtools in their learning.As avaliações são essenciais para que os alunos avaliem os seus conhecimentos, habilidades, desempenho e criatividade. As avaliações interativas usando tecnologia irão melhorar a aprendizagem dos alunos. O objetivo do estudo é examinar várias avaliações possíveis nas ferramentas de gamificação (Kahoot! and Socrative). Um método de pesquisa quantitativa é realizado neste estudo. Este artigo explica como executar várias avaliações interativas no Kahoot! e Socrative, criar conscientização para os professores relatarem seus assuntos para realizar uma avaliação interativa nas salas de aula é aumentar a participação dos alunos de maneira eficaz e promover suas idéias e criatividade.Universidade de Aveiro2023-06-23T10:49:15Z2021-07-21T00:00:00Z2021-07-21info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10773/38219eng1647-730810.34624/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:RCAAP2024-02-22T12:14:37Zoai:ria.ua.pt:10773/38219Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:08:43.831116Repositório 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): gamification in middle and secondary education
title The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
spellingShingle The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
Lawrance, Paul Joseph
Gamification tools
Kahoot
Socrative
Interactive assessments
title_short The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
title_full The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
title_fullStr The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
title_full_unstemmed The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
title_sort The interactive assessments using gamification tools (kahoot! & socrative): gamification in middle and secondary education
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 identifystudents’ participation, engagement, and self-initiative 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 appliedto identifystudents' 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 suchtools in their learning.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-21T00:00:00Z
2021-07-21
2023-06-23T10:49:15Z
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10.34624/ilcj.v11i1.23770
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dc.publisher.none.fl_str_mv Universidade de Aveiro
publisher.none.fl_str_mv Universidade de Aveiro
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