Evaluating new technologies and education gamification in high education: the case of Kahoot!

[EN] The profile of students in higher education is changing and yet, in spite of this, traditional methodologies of teaching are used without considering either the changes or the available resources. Over the last few decades, the presence of technology in society has transformed many sectors and...

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Detalles Bibliográficos
Autores: Martínez-Molina, Sandra, Bueno, Lidia, Ferrer, Ana, Ripoll, Alejandro, Ródenas, Francisco
Tipo de recurso: capítulo de libro
Fecha de publicación:2019
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:inglés
OAI Identifier:oai:riunet.upv.es:10251/123075
Acceso en línea:https://riunet.upv.es/handle/10251/123075
Access Level:acceso abierto
Palabra clave:Innovation
Teaching Technologies
Documentation
Kahoot!
Gamification
Higher education
Social work
Evaluation
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spelling Evaluating new technologies and education gamification in high education: the case of Kahoot!Martínez-Molina, SandraBueno, LidiaFerrer, AnaRipoll, AlejandroRódenas, FranciscoInnovationTeaching TechnologiesDocumentationKahoot!GamificationHigher educationSocial workEvaluation[EN] The profile of students in higher education is changing and yet, in spite of this, traditional methodologies of teaching are used without considering either the changes or the available resources. Over the last few decades, the presence of technology in society has transformed many sectors and higher education should take the new opportunities offered to them. The goal of this pilot study is to introduce learning resources based on new technologies and education gamification by the implementation of Kahoot! in higher education. This methodology has been used with 53 students of the Degree in Social Work who are studying the subject "Research in Social Welfare Systems". An ad-hoc questionnaire made up of 22 questions was conducted, evaluating the seven principles of good feedback practices. Each item was accompanied by a Likert scale to reflect the student's degree of compliance with each statement. The results have shown that Kahoot! was regarded both as a fun way to learn by 88.7% of the students and a good way to identify the main contents of the subject by 86.8% of them. However, 43.4% of students did not see Kahoot! as a tool to learn new content and 49.1% thought that the learning outcomes obtained during the experience did not reflect their progress in the subject. The use of Kahoot! has shown some advantages and disadvantages. On the one hand, Kahoot! was regarded as a good way to review the content of the subject in a fun and interactive manner but, on the other hand, the students thought that it was not the best tool to learn new contents and to show their knowledge about the subject. The results have shown the limitations and opportunities that Kahoot! can offer in higher education.Editorial Universitat Politècnica de ValènciaRepositorio Institucional de la Universitat Politècnica de València Riunet20192019-05-07book parthttp://purl.org/coar/resource_type/c_3248VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/bookPartapplication/pdfhttps://riunet.upv.es/handle/10251/123075reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valénciainstname:Universitat Politècnica de València (UPV)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) http://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:riunet.upv.es:10251/1230752025-07-13T07:49:11Z
dc.title.none.fl_str_mv Evaluating new technologies and education gamification in high education: the case of Kahoot!
title Evaluating new technologies and education gamification in high education: the case of Kahoot!
spellingShingle Evaluating new technologies and education gamification in high education: the case of Kahoot!
Martínez-Molina, Sandra
Innovation
Teaching Technologies
Documentation
Kahoot!
Gamification
Higher education
Social work
Evaluation
title_short Evaluating new technologies and education gamification in high education: the case of Kahoot!
title_full Evaluating new technologies and education gamification in high education: the case of Kahoot!
title_fullStr Evaluating new technologies and education gamification in high education: the case of Kahoot!
title_full_unstemmed Evaluating new technologies and education gamification in high education: the case of Kahoot!
title_sort Evaluating new technologies and education gamification in high education: the case of Kahoot!
dc.creator.none.fl_str_mv Martínez-Molina, Sandra
Bueno, Lidia
Ferrer, Ana
Ripoll, Alejandro
Ródenas, Francisco
author Martínez-Molina, Sandra
author_facet Martínez-Molina, Sandra
Bueno, Lidia
Ferrer, Ana
Ripoll, Alejandro
Ródenas, Francisco
author_role author
author2 Bueno, Lidia
Ferrer, Ana
Ripoll, Alejandro
Ródenas, Francisco
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Repositorio Institucional de la Universitat Politècnica de València Riunet
dc.subject.none.fl_str_mv Innovation
Teaching Technologies
Documentation
Kahoot!
Gamification
Higher education
Social work
Evaluation
topic Innovation
Teaching Technologies
Documentation
Kahoot!
Gamification
Higher education
Social work
Evaluation
description [EN] The profile of students in higher education is changing and yet, in spite of this, traditional methodologies of teaching are used without considering either the changes or the available resources. Over the last few decades, the presence of technology in society has transformed many sectors and higher education should take the new opportunities offered to them. The goal of this pilot study is to introduce learning resources based on new technologies and education gamification by the implementation of Kahoot! in higher education. This methodology has been used with 53 students of the Degree in Social Work who are studying the subject "Research in Social Welfare Systems". An ad-hoc questionnaire made up of 22 questions was conducted, evaluating the seven principles of good feedback practices. Each item was accompanied by a Likert scale to reflect the student's degree of compliance with each statement. The results have shown that Kahoot! was regarded both as a fun way to learn by 88.7% of the students and a good way to identify the main contents of the subject by 86.8% of them. However, 43.4% of students did not see Kahoot! as a tool to learn new content and 49.1% thought that the learning outcomes obtained during the experience did not reflect their progress in the subject. The use of Kahoot! has shown some advantages and disadvantages. On the one hand, Kahoot! was regarded as a good way to review the content of the subject in a fun and interactive manner but, on the other hand, the students thought that it was not the best tool to learn new contents and to show their knowledge about the subject. The results have shown the limitations and opportunities that Kahoot! can offer in higher education.
publishDate 2019
dc.date.none.fl_str_mv 2019
2019-05-07
dc.type.none.fl_str_mv book part
http://purl.org/coar/resource_type/c_3248
VoR
http://purl.org/coar/version/c_970fb48d4fbd8a85
info:eu-repo/semantics/bookPart
format bookPart
dc.identifier.none.fl_str_mv https://riunet.upv.es/handle/10251/123075
url https://riunet.upv.es/handle/10251/123075
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Editorial Universitat Politècnica de València
publisher.none.fl_str_mv Editorial Universitat Politècnica de València
dc.source.none.fl_str_mv reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
instname:Universitat Politècnica de València (UPV)
instname_str Universitat Politècnica de València (UPV)
reponame_str RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
collection RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
repository.name.fl_str_mv
repository.mail.fl_str_mv
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