Kahoot!: Effective, simple and easy gamification in Higher Education
Practical application in an Engineering Degree
DOI:
https://doi.org/10.37467/revhuman.v11.3949Keywords:
Gamification, Kahoot!, Easy implementation, Motivation, Engagement, Academic assessment, UniversityAbstract
The European Higher Education Area (EHEA) establishes that learning must be student-centered. Based on this statement, the article explains how gamification can be a pedagogical technique that can provide the desired change in university teaching towards the EHEA patterns. This paper presents the design of a simple and easy to implement gamification methodology in an Engineering Degree using Kahoot! as a tool and its evolution over three academic years. The results indicate that the students find the subject more attractive, its follow-up increases and their academic results improve.
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