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.