当前位置: X-MOL 学术Technology, Pedagogy and Education › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Kahoot! Using a game-based approach to blended learning to support effective learning environments and student engagement in traditional lecture theatres
Technology, Pedagogy and Education ( IF 3.870 ) Pub Date : 2020-03-12 , DOI: 10.1080/1475939x.2020.1737568
Christine Elizabeth Holbrey 1
Affiliation  

ABSTRACT

Traditional lecture theatre environments present significant challenges in higher education, in light of increasingly large and diverse student populations. This small-scale study explores how blended learning through the game-based platform Kahoot! can be used to enhance the learning experience offered to students in these spaces, from the perspective of 44 final-year primary education undergraduates. An action research approach was employed with data collected from pre- and post-lecture surveys. Findings suggest that the integration of synchronous online learning in lecture theatres presented no technical difficulties and that gaming was successful in enabling active participation and interactive learning. Students valued its competitive nature, the immediacy of feedback on their knowledge and structured opportunities for further discussion. Students reported improvements in engagement, concentration and retention, although results for the latter were more ambiguous and would benefit from further investigation.



中文翻译:

hoo!使用基于游戏的方法进行混合学习,以支持有效的学习环境和传统演讲厅的学生参与度

摘要

鉴于越来越多的多样化学生群体,传统的演讲厅环境在高等教育中提出了重大挑战。这项小型研究探索了如何通过基于游戏的平台Kahoot!进行混合学习。从44名最终初等教育本科生的角度来看,可以用来增强在这些空间中为学生提供的学习体验。采取了一项行动研究方法,并采用了课前和课后调查收集的数据。研究结果表明,同步在线学习在演讲厅中的集成不会带来技术上的困难,并且游戏成功地实现了主动参与和交互式学习。学生们评价了它的竞争性质,对他们的知识的反馈的及时性以及结构化的进一步讨论的机会。

更新日期:2020-03-12
down
wechat
bug