Abstract

The new framework for learning requires the use of new technologies, such as m-learning or game-based learning programs. Gamification using this type of applications has been implemented in higher education contexts, enhancing students’ satisfaction, motivation, and class attendance. The present study refers to the introduction of new technologies and gamification through the use of the application Kahoot!, with the main objective being to analyze the relationship between the use of this gamification tool and the students’ learning results, which are measured by their academic marks. The results show a positive relationship between students’ results on the Kahoot! tests and the student’s final mark. Additionally, we demonstrate that students’ academic results improve when Kahoot! is used as an evaluation tool, taking into account improved student efficiency and a lower amount of failed grades.

Highlights

  • Kahoot! is used as an evaluation tool, taking into account improved student efficiency and a lower amount of failed grades

  • The present study refers to the introduction of new technologies and gamification through the use of the application Kahoot!, with the main objective being to analyze the relationship between the use of this gamification tool and students’ learning results, which are measured through academic marks in the scope of higher education

  • We will expose in detail the number of Kahoot! tests that were proposed for each subject, indicating the number of students who participated in those tests

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Summary

Introduction

Kahoot! is used as an evaluation tool, taking into account improved student efficiency and a lower amount of failed grades. The new framework for learning at all the different levels, and especially learning in higher education, is orientated towards a more active, student-centered learning, which includes several ways of learning and rewards students’ achievement of competencies, both inside and outside the programs of studies. In this context, the Horizon Report 2017 [1]. The use of technology (computers, smartphones, and tablets) has been proven to foster and reinforce learning, improving learners’ engagement and active participation in classrooms. Learners have the opportunity to engage themselves in their learning and monitor their own progress and understanding [5]

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