GAME-BASED EVALUATION AND SELF-ASSESSMENT OF THE ACQUIRED KNOWLEDGE IN THE LABORATORY SESSIONS OF QUANTITATIVE METHODS

I. Narbón Perpiñá, J. Peiró Palomino

Universitat Jaume I (SPAIN)
This education project is implemented in the subject of Quantitative Methods for the Company (second course of the degrees in Economics, Business Administration and Finance and Accounting, University Jaume I), which combines theoretical with practical training sessions using a statistical software in the computer room. This project aims at encouraging the student self-assessment in the practical sessions, with the final objective of improving the learning process and the students’ results. To do so, a new tool, the Socrative platform, is used.

Firstly, at the beginning of the session, students should answer a series of simple questions regarding the practice to be carried out. The questions, related to the content previously studied in the theory part, are launched in the Socrative platform, which simulates an anonymous competition between students. Next, the usual exercises of laboratory practices are performed, in which the questions are implicitly answered. Finally, the students try to answer again the initial questions, for which the right answer is eventually given by the teacher. Using this method, it is expected students to be able to answer supposedly known but actually unknown questions at the beginning of the session, thus reinforcing their knowledge and connecting theory and practice. In addition, as they know that at the end of the session they will have to answer again the initial questions, their interest is fostered, encouraging participation during the practice session. The use of this self-assessment and monitoring tool also allows teachers to determine the extent to which learning has taken place.