DIGITAL LIBRARY
GAME-BASED LEARNING I. AN EXPERIENCE IN THE CLASSROOM ON THE USE OF KAHOOT! AS A LEARNING AND ASSESSMENT TOOL IN A MASTER’S DEGREE
European University of Valencia (SPAIN)
About this paper:
Appears in: ICERI2021 Proceedings
Publication year: 2021
Pages: 8439-8445
ISBN: 978-84-09-34549-6
ISSN: 2340-1095
doi: 10.21125/iceri.2021.1946
Conference name: 14th annual International Conference of Education, Research and Innovation
Dates: 8-9 November, 2021
Location: Online Conference
Abstract:
This work details the experience of using the Kahoot! tool, as an implementation of Game-Based Learning, in the Teaching Innovation module of the Master's Degree in Teacher Training at the European University of Valencia. This study focuses on the implementation of the Kahoot! tool in a group of 65 students. This module presents certain difficulties for its teaching, as it is a subject that most of the students have not studied until that moment and they do not find any relation with the degree they are studying, which generates demotivation. However, the student is presented in these conditions given the uncertainty and lack of imagination, that we must encourage in the Teaching Innovation module. In the current educational situation, special attention should be paid to the debate on the didactic use of ICT in the classroom. A teacher must use and implement the ICT at his disposal to facilitate the construction of knowledge. Gamification is Learning by Playing and for this reason, learning situations should be provided and activities should be developed that include ICT through a correct use of this type of tools.

The main objectives of this study were, on the one hand, to analyze the effects of the game-based learning technique used in the learning process of the students and, on the other hand, to motivate the students during the lectures. The results obtained have been satisfactory both for the students and for the teacher, since it allowed improving the academic results and making the students more constant in following the subject. However, although the Kahoot! tool is easily accessible to most of the students, many of them indicated in the study that they would be willing to try other types of gamification tools.
Keywords:
Game-based learning, Kahoot, university teaching, pedagogical innovation.