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文章基本信息

  • 标题:The Use of New Learning Technologies in Higher Education Classroom: A Case Study
  • 本地全文:下载
  • 作者:Micaela Dinis Esteves ; Angela Pereira ; Nuno Veiga
  • 期刊名称:International Journal of Engineering Pedagogy
  • 电子版ISSN:2192-4880
  • 出版年度:2018
  • 卷号:8
  • 期号:2
  • 页码:115-127
  • DOI:10.3991/ijep.v8i2.8146
  • 出版社:International Society for Engineering Education (IGIP) in cooperation with Kassel University Press GmbH
  • 摘要:We have conducted a study with higher level education students, in lecture classes of three Undergraduate Courses and one Professional Higher Technical Course that involved six different subjects with a total of 324 students. In this research the use of Game-Based Learning platform was analysed in order to encourage the students’ participation, increasing motivation and keeping them motivated and committed during lessons, therefore, increasing their learning skills. Based on these results, we recommend that Kahoot is used in lectures in order to help students develop their performances and abilities and at the same time be more successful and prepared to have an active participation in society.
  • 关键词:Learning; collaborative learning; game-based learning; higher education
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