Gamificación del aula en la enseñanza superior online: el uso de Kahoot
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Abstract
Esta investigación estudia a través de una metodología mixta, cualitativa y cuantitativa, las percepciones que los estudiantes universitarios del Máster de formación del Profesorado de ESo
y bachillerato, fP y Enseñanza de idiomas en la Universidad nebrija tienen al utilizar Kahoot en el
aula virtual. Se trata, también, de evaluar qué variables identificadas previamente en las entrevistas
son las que experimentan la mayoría de los estudiantes que juega con Kahoot y confirmar, posteriormente, si el análisis cuantitativo de la encuesta realizada confirma los resultados obtenidos
en el análisis cualitativo de las entrevistas a los estudiantes. Se concluye que la percepción de los
estudiantes en relación con el uso de Kahoot en el aula virtual es positiva. Kahoot tiene un impacto
positivo en la motivación, el compromiso y la dinamización del aula. finalmente, el análisis
cuantitativo confirma en buena medida el análisis cualitativo
This research studies the perceptions that university students of the master’s degree in Teacher Training of ESo and baccalaureate, fP, and Language Teaching at nebrija University have in using Kahoot in the virtual classroom. It is also about evaluating which variables previously identified in the interviews are those experienced by most of the students who play with Kahoot and, subsequently, confirming whether the quantitative analysis of the survey confirms the results obtained in the qualitative phase of the students' interviews. It is concluded that the students' perception, concerning the use of Kahoot, is very positive. Kahoot has a positive impact on motivation, commitment, and dynamism in the virtual classroom. finally, the quantitative analysis confirms the qualitative one
This research studies the perceptions that university students of the master’s degree in Teacher Training of ESo and baccalaureate, fP, and Language Teaching at nebrija University have in using Kahoot in the virtual classroom. It is also about evaluating which variables previously identified in the interviews are those experienced by most of the students who play with Kahoot and, subsequently, confirming whether the quantitative analysis of the survey confirms the results obtained in the qualitative phase of the students' interviews. It is concluded that the students' perception, concerning the use of Kahoot, is very positive. Kahoot has a positive impact on motivation, commitment, and dynamism in the virtual classroom. finally, the quantitative analysis confirms the qualitative one







