Digital technologies in Physics education: an experience report using the Kahoot as a tool of evaluation
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , |
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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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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1797052828788719616 |