Innovation in the teaching-learning process
The case of Kahoot
Bibliographic Data
| ID | 12428227 |
|---|---|
| Authors | Juan José Guardia Hernández (0000-0001-5958-2808, Universitat Abat Oliba CEU, corresponding author), Juan José Guardia, Josep Lluís del Olmo Arriaga (0000-0003-3603-0415, Universitat Abat Oliba CEU), José Luis Del Olmo, Iván Roa (Universitat Abat Oliba CEU), Vanesa Berlanga Silvente (0000-0002-5263-0819, Universitat Abat Oliba CEU), Vanesa BERLANGA |
| Year | 2019 |
| Volume | 27 |
| Issue | 1 |
| Pages | 35-45 |
| Publication date | 2019-02-13 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | On the Horizon The International Journal of Learning Futures (JOURNAL) |
| Journal identifiers | ISSN: 1074-8121 • E-ISSN: 2054-1708 |
| Publisher | Emerald Publishing Limited (PUBLISHER • GB) |
| DOI | 10.1108/oth-11-2018-0035 |
| OpenAlex | W2911773137 |
| Language | EN |
| Citations received | 9 |
| References cited | 10 |
Purpose In recent years, a process of reform and innovation in higher education has been witnessed. A change in the evaluation of student learning in universities is necessary for new teaching-learning proposals to be developed. The authors propose implementing a learning assessment process based on the idea of participatory evaluation, verifying the benefits of this method in the acquisition of cross-disciplinary skills. Design/methodology/approach The method implemented follows the principles of action research. Findings The Kahoot! app has an effect on the teaching-learning process and on the training skills and academic performance measured through the student’s grades. Originality/value This paper presents an innovation proposal that aims to observe how students acquire more competences
Action (physics · Action learning · Citizen journalism · Cooperative learning · Discipline · Higher education · Knowledge management · Mathematics education · Originality · Pedagogy · Political science · Process (computing · Sociology · Teaching method · Value (mathematics · Computer Science · E-Learning and Knowledge Management · Innovative Teaching Methods · Online Learning and Analytics · Psychology
Gamification in digital environments and the development of teachers’ digital competence
Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation
Implementing Sustainability into Virtual Simulation Games in Business Higher Education
Qualitative social media content analysis as teaching-learning method in higher education
Gamification of digital art
Improving college student engagement and motivation in a gamified learning environment
The role of gamified e-quizzes on student learning and engagement
Killer Corporations
Gamifying Online News in a Senior Online Community
Digital Game-Based Learning in high school Computer Science education
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Laptop multitasking hinders classroom learning for both users and nearby peers
Effects of Competitive E-Learning Tools on Higher Education Students
Educación superior y TIC
Digital Natives, Digital Immigrants Part 2
Digital Natives, Digital Immigrants Part 1
A Revision of Bloom's Taxonomy
| Citations per year | 1.5 |
|---|---|
| Citation span | 2020 - 2025 (6) |
| Highly cited | No |