Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation

Detalhes bibliográficos
Autor(a) principal: Cavalcante, Artur Araujo
Data de Publicação: 2018
Outros Autores: Sales, Gilvandenys Leite, Silva, João Batista da
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/456
Resumo: In view of the increase in research on the use of strategy as a teaching strategy, some technological resources have emerged that aim to use the methodology in the classroom. In this sense, this work aims to describe the potential of Kahoot, one of the technological resources, as the evaluation tool in gamified activities. In this sense, the objective of this study in the middle-per-explorer and the practice for the practical experience in the middle use of education in the middle of general education of Fortaleza/CE. The easy-to-access data collection instrument was an evaluation questionnaire using a five-point Likert. The results were obtained with the aid of a potential questionnaire as an evaluation instrument in gamification activities, by allowing feedback of students' answers, punctuation and ranking with instantaneous classification of students. This is the use of the use to the use of the Kahoot, associated with the teacher's substantial knowledge of gamification, may possible for the mayor possible, attractive and pleasureosa to the students. Finally, it is believed that the effective use of digital technologies in the classroom must always have an adequate and consistent teaching / learning methodology.
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spelling Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluationTecnologías digitales en la Enseñanza de Física: un relato de experiencia utilizando el Kahoot como herramienta de evaluación gammaTecnologias digitais no Ensino de Física: um relato de experiência utilizando o Kahoot como ferramenta de avaliação gamificadaKahootGamificaçãoAvaliação gamificadaEnsino de Física.KahootgamificationEvaluación gammaEnseñanza de Física.KahootGamificationGamified evaluationPhysics education.In view of the increase in research on the use of strategy as a teaching strategy, some technological resources have emerged that aim to use the methodology in the classroom. In this sense, this work aims to describe the potential of Kahoot, one of the technological resources, as the evaluation tool in gamified activities. In this sense, the objective of this study in the middle-per-explorer and the practice for the practical experience in the middle use of education in the middle of general education of Fortaleza/CE. The easy-to-access data collection instrument was an evaluation questionnaire using a five-point Likert. The results were obtained with the aid of a potential questionnaire as an evaluation instrument in gamification activities, by allowing feedback of students' answers, punctuation and ranking with instantaneous classification of students. This is the use of the use to the use of the Kahoot, associated with the teacher's substantial knowledge of gamification, may possible for the mayor possible, attractive and pleasureosa to the students. Finally, it is believed that the effective use of digital technologies in the classroom must always have an adequate and consistent teaching / learning methodology.Ante el aumento de las investigaciones sobre la utilización de la gamificación como estrategia de enseñanza, han surgido algunos recursos tecnológicos que tienen como propósito facilitar el uso de esa metodología en el aula. En este sentido, este trabajo tiene como objetivo describir las potencialidades del Kahoot, uno de estos recursos tecnológicos, como herramienta de evaluación en actividades gamificadas. Para alcanzar ese propósito, se realizó un estudio exploratorio y descriptivo de una experiencia vivida con el uso Kahoot por alumnos de Enseñanza Media de una institución de enseñanza particular de Fortaleza (CE). El instrumento de recolección de datos utilizados fue un cuestionario de opinión utilizando Likert de cinco puntos. Los resultados mostraron que Kahoot presentó un notorio potencial como instrumento de evaluación en actividades gamificadas por posibilitar feedback inmediato de las respuestas de los alumnos, puntuación y ranking con clasificación instantánea de los estudiantes. En este caso, se pudo concluir que el uso adecuado de Kahoot, asociado al conocimiento sustancial del profesor sobre gamificación, podría posibilitar que la evaluación pueda ser atractiva, envolvente y placentera para los alumnos. Por último, se cree que subyacente al uso eficaz de las tecnologías digitales en el aula debe siempre existir una metodología de enseñanza / aprendizaje adecuada y consistente.Diante do aumento das pesquisas sobre a utilização da gamificação como estratégia de ensino, têm surgido alguns recursos tecnológicos que tem como propósito facilitar o uso dessa metodologia em sala de aula. Nesse sentido, este trabalho tem como objetivo descrever as potencialidades do Kahoot, um destes recursos tecnológicos, como ferramenta de avaliação em atividades gamificadas. Para alcançar esse intento, realizou-se um estudo exploratório e descritivo de uma experiência vivenciada com o uso Kahoot por alunos de Ensino Médio de uma instituição de ensino particular de Fortaleza (CE). O instrumento de coleta de dados utilizados foi um questionário de opinião utilizando a Likert de cinco pontos. Os resultados mostraram que o Kahoot apresentou um notório potencial como instrumento de avaliação em atividades gamificadas por possibilitar feedback imediato das respostas dos alunos, pontuação e ranking com classificação instantânea dos estudantes. Isto posto, foi possível concluir que o uso adequado do Kahoot, associado ao conhecimento substancial do professor sobre gamificação, poderá possibilitar que a avaliação possa ser atraente, envolvente e prazerosa para os alunos. Por fim, acredita-se que subjacente à utilização eficaz das tecnologias digitais em sala de aula deve sempre existir uma metodologia de ensino/aprendizagem adequada e consistente.Research, Society and Development2018-07-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/45610.17648/rsd-v7i11.456Research, Society and Development; Vol. 7 No. 11; e7711456Research, Society and Development; Vol. 7 Núm. 11; e7711456Research, Society and Development; v. 7 n. 11; e77114562525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/456/342Copyright (c) 2018 Artur Araujo Cavalcante, Gilvandenys Leite Sales, João Batista da Silvainfo:eu-repo/semantics/openAccessCavalcante, Artur AraujoSales, Gilvandenys LeiteSilva, João Batista da2019-01-22T01:23:31Zoai:ojs.pkp.sfu.ca:article/456Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:25:57.190437Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
Tecnologías digitales en la Enseñanza de Física: un relato de experiencia utilizando el Kahoot como herramienta de evaluación gamma
Tecnologias digitais no Ensino de Física: um relato de experiência utilizando o Kahoot como ferramenta de avaliação gamificada
title Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
spellingShingle Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
Cavalcante, Artur Araujo
Kahoot
Gamificação
Avaliação gamificada
Ensino de Física.
Kahoot
gamification
Evaluación gamma
Enseñanza de Física.
Kahoot
Gamification
Gamified evaluation
Physics education.
title_short Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
title_full Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
title_fullStr Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
title_full_unstemmed Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
title_sort Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
author Cavalcante, Artur Araujo
author_facet Cavalcante, Artur Araujo
Sales, Gilvandenys Leite
Silva, João Batista da
author_role author
author2 Sales, Gilvandenys Leite
Silva, João Batista da
author2_role author
author
dc.contributor.author.fl_str_mv Cavalcante, Artur Araujo
Sales, Gilvandenys Leite
Silva, João Batista da
dc.subject.por.fl_str_mv Kahoot
Gamificação
Avaliação gamificada
Ensino de Física.
Kahoot
gamification
Evaluación gamma
Enseñanza de Física.
Kahoot
Gamification
Gamified evaluation
Physics education.
topic Kahoot
Gamificação
Avaliação gamificada
Ensino de Física.
Kahoot
gamification
Evaluación gamma
Enseñanza de Física.
Kahoot
Gamification
Gamified evaluation
Physics education.
description In view of the increase in research on the use of strategy as a teaching strategy, some technological resources have emerged that aim to use the methodology in the classroom. In this sense, this work aims to describe the potential of Kahoot, one of the technological resources, as the evaluation tool in gamified activities. In this sense, the objective of this study in the middle-per-explorer and the practice for the practical experience in the middle use of education in the middle of general education of Fortaleza/CE. The easy-to-access data collection instrument was an evaluation questionnaire using a five-point Likert. The results were obtained with the aid of a potential questionnaire as an evaluation instrument in gamification activities, by allowing feedback of students' answers, punctuation and ranking with instantaneous classification of students. This is the use of the use to the use of the Kahoot, associated with the teacher's substantial knowledge of gamification, may possible for the mayor possible, attractive and pleasureosa to the students. Finally, it is believed that the effective use of digital technologies in the classroom must always have an adequate and consistent teaching / learning methodology.
publishDate 2018
dc.date.none.fl_str_mv 2018-07-05
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/456
10.17648/rsd-v7i11.456
url https://rsdjournal.org/index.php/rsd/article/view/456
identifier_str_mv 10.17648/rsd-v7i11.456
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/456/342
dc.rights.driver.fl_str_mv Copyright (c) 2018 Artur Araujo Cavalcante, Gilvandenys Leite Sales, João Batista da Silva
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2018 Artur Araujo Cavalcante, Gilvandenys Leite Sales, João Batista da Silva
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 7 No. 11; e7711456
Research, Society and Development; Vol. 7 Núm. 11; e7711456
Research, Society and Development; v. 7 n. 11; e7711456
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
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