DIGITAL LIBRARY
PROCEDURE OF DESIGN STUDENTS COLLABORATIVE WORK USING “MENTIMETER” APP
Kazan National Research Technological University (RUSSIAN FEDERATION)
About this paper:
Appears in: INTED2022 Proceedings
Publication year: 2022
Pages: 2808-2814
ISBN: 978-84-09-37758-9
ISSN: 2340-1079
doi: 10.21125/inted.2022.0814
Conference name: 16th International Technology, Education and Development Conference
Dates: 7-8 March, 2022
Location: Online Conference
Abstract:
Relevance:
The Mentimeter app is designed to organize online interactive work with the audience. Lockdown periods have enhanced the need for distance teacher-student interaction. One of the problems of this period was collaborative work of students of creative majors managed by a teacher. The Mentimeter app allows the teacher (a presenter) to explain the stages of creative work and let the remote students` groups to participate in interactive process. The advantage of the Mentimeter app is the possibility to make quizzes, questions, polls, voting, and other kinds of quick and real-time students` feedback. The Mentimeter app allows you to make learning more interesting, collaborative, interactive, students can share their opinions using voting tool.

Objective is to develop a procedure for organizing collaborative creative work of design students using the Mentimeter app and to assess the students` attitude to this form of the lesson.

Methodology:
(1) To systematize scientific results on the use of the Mentimeter app in education.
(2) To describe the work in the Mentimeter app; to make a presentation for organizing collaborative creative work of students; to introduce interactive feedback forms into the presentation using the features and capabilities of the Mentimeter app.
(3) To develop a procedure for organizing collaborative creative work of students.
(4) To assess the students` attitude towards the use of the Mentimeter app during education. The poll in the same app was used to get their feedback.

Results:
(1) Analysis of early publications revealed that the Mentimeter app improves the perception of the material using gamification elements and consideres the students' feedback which positively effect on their achievements.
(2) A presentation for organizing collaborative creative work based on the app demo version was made; interactive feedback forms were added to the presentation. The examples of screenshots of the interactive presentation are shown in the given paper.
(3) A plan of a remote lesson for the students` collaborative design of a modern national costume in the Mentimeter app is presented.
(4) Work in the Mentimeter app was assessed by 20 students with a maximum of 5 scores according to the following criteria: general attitude (88%); speed of interaction with the teacher (65%) and other students (58%); the lesson attracts interest (82%), the lesson is interesting up to the end (69%), helps to understand (76%) and memorize (67%) the material; the app shortens the deadline for completing the assignment (79%) and improves the quality of product design (52%).

Conclusion:
The developed procedure of interactive collaboration allows to increase the efficiency of students` creative work managed by the teacher. The given lesson plan and the poll results will be useful to the teachers interested in using the Mentimeter app for education.
Keywords:
Design students, Mentimeter app, creative work, collaboration, presentation, feedback.