Description
Online tools such as Kahoot or Socrative have seen their popularity increase in recent years, encouraging the development of new participatory strategies based on the use of digital devices. We have been able to confirm that the design of games and the introduction of gamification elements using these tools brings many advantages from the motivational point of view and of perception of the subjects. However, there are still many aspects to explore. With regard to the organisation of teaching, it is necessary to investigate which game formulas allow an adequate use of teaching time and a realistic evaluation of competences. From the point of view of student motivation and participation, it is also interesting to design new strategies in which games integrate the creation and/or visualization of videos or other multimedia content, since they currently constitute a widespread learning modality among students.
Activities
Assessing on-line educational tools using multimedia resources.
(Started: September, 2018)
Defining in-class activities for 2019.
(Finished: November, 2018)
Designing in-class games supported by multimedia content.
(Finished: January, 2019)
Implementing in-class activities.
(Finished: June, 2019)
7th innovation network meeting at ETSE-UV.
(July, 2019)