1 Polytechnic of Porto, Porto Accounting and Business School (PORTUGAL)
2 Polythechnic of Porto, School of Engineering (PORTUGAL)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 9765-9774
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.2352
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
The use of gamification has been a growing trend in all levels of education. Researchers have found several benefits of online gaming platforms, such as, increasing the learners’ motivation and engagement, reducing anxiety, developing the quality of learning, encouraging higher-order thinking skills like problem-solving, and promoting a sense of community.

The easy access to smartphones, tablets, or laptops by the students and the spread of wi-fi on campuses favors the implementation of innovative practices. Gamified learning activities have been challenging students to be more attentive and focused on their work due to receiving immediate feedback.

This paper aims to investigate free quiz maker tools for teaching Mathematics. We analyze several available platforms such as Quizziz, Socrative, Kahoot, Mentimeter, among others. These tools are compared in terms of features, types of activities, number of users, quality display, reports, and export of results. Actual pedagogical examples applied in higher education Mathematical courses are presented, as well as the advantages and limitations of each tool tested.
Gamified e-quizzes, Motivation, Mobile Learning, Engagement, Mathematics, Higher Education.