Gamificación en la evaluación del aprendizaje: valoración del uso de Kahoot!

  1. Diana Marín Suelves 1
  2. Mª Isabel Vidal Esteve 1
  3. José Peirats Chacón 1
  4. María López Marí 1
  1. 1 Grupo CRIE. Universitat de València, España
Libro:
Innovative strategies for higher education in Spain

Editorial: Adaya Press

ISBN: 978-94-92805-05-8

Ano de publicación: 2018

Páxinas: 8-17

Tipo: Capítulo de libro

Resumo

In these lines a qualitative descriptive work is presented, with which it is tried to analyze the evaluation that a group of students of the Teaching Degree from the University of Valencia realize of the use of the application Kahoot! in the classes of second course of the subject of Special Educational Needs. This tool was spontaneously used by the students to evaluate their classmates after the expositions of the group work. Of the 30 students enrolled, only 18 attended classes regularly and 11 completed the entire course. Therefore, the participants in the study were 11 students of group 21R, 4 boys and 7 girls. The instrument used to collect information was a questionnaire elaborated with the aid of Google’s tool “Ad Hoc”, in which they were asked about the advantages disadvantages, reasons for choosing this tool and uses of “Kahoot!”. Based on a narrative analysis (Kvale, 2011), the results indicate a general positive assessment, the main advantages of the tool being motivation, immediate feedback, ease of use and accessibility. As for the disadvantages indicated, fewer in number than the advantages, stand out the need for internet access and the necessary speed of response. Finally, the reasons that the participants point out to justify the use of this tool are the following: free access, fun, usefulness and ease of handling.