DIGITAL LIBRARY
MOBILE ELECTRONIC LEARNING AND GAMIFICATION IN THE PRACTICES OF OPHTHALMIC OPTICS I
Universidad de Alicante (SPAIN)
About this paper:
Appears in: EDULEARN19 Proceedings
Publication year: 2019
Pages: 1197-1201
ISBN: 978-84-09-12031-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2019.0369
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
Mobile electronic learning (m-learning) consists of using mobile electronic devices to facilitate learning. It is characterized by its portability, immediacy, ubiquity and flexibility. Gamification involves the use of techniques and dynamics from games in other activities to enhance motivation and productivity. The combination of both concepts in teaching results in a tool that facilitates the construction of knowledge, the resolution of problems in an autonomous and ubiquitous way, the constant feedback and the measurement of the student learning. Kahoot! is a web service of gamified education in which any person can create a game board (Kahoot) with multiple choice questions that would have to be solved as a contest. Once the Kahoot is created, players join it by entering a PIN code in the mobile application so that the device becomes a remote control with which to answer questions and see who wins. Thus, Kahoot! is postulated as the ideal tool to implement gamification and m-learning, methodologies based on the use of Information and Communication Technologies.

Ophthalmic Optics I (OOI) is a subject of the third year of the Degree in Optics and Optometry of the University of Alicante which focuses on the study of the fundamentals and the geometric and optical parameters of the simplest ophthalmic elements and their main measuring, adaptation and assembly techniques. We have developed 5 Kahoots, each consisting of 5 multiple choice questions related to the concepts to be dealt with in 5 of laboratory practices of OOI. Each question offered four possible answers of which only one is correct, in a similar way to those that will appear in the evaluation tests of the lab practices. Before starting the practice session, any doubts arising from the previous reading of the corresponding script were resolved and the PIN code of the Kahoot of that day was provided to the students, who had a time between 5 and 10 minutes for its resolution. Once finished, any new doubts that might arise were resolved. An opinion survey consisting of a Likert scale was requested to all students. Normalizing the scores to 10, the usefulness of the Kahoots was scored with 8.1, the concordance between the concepts discussed and those questioned with 8.5, the time spent with 7.7 and the number of questions with 8.0. With regard to the possibility of including it as an evaluation test, only a score of 3.5 was obtained. We have compared the average evaluation results of the last years and the number of students that passed the exam has increased by 38%
Keywords:
m-learning, gamification, ophthalmic optics.