DIGITAL LIBRARY
GAMIFICATION AND ACTIVE METHODOLOGIES AT UNIVERSITY: THE CASE OF TEACHING LEARNING STRATEGY IN LAW
Portucalense University (PORTUGAL)
About this paper:
Appears in: ICERI2018 Proceedings
Publication year: 2018
Pages: 5208-5211
ISBN: 978-84-09-05948-5
ISSN: 2340-1095
doi: 10.21125/iceri.2018.0220
Conference name: 11th annual International Conference of Education, Research and Innovation
Dates: 12-14 November, 2018
Location: Seville, Spain
Abstract:
The “gamification” is a strategy to use elements of games outside the environment of games and can be applied as a teaching strategy. The application in the classroom as an active learning strategy is still a great challenge for education, especially in higher education in such a traditional context, as is the case with Law teaching. The present paper reports a case study on it was applied a quiz using the kahoot platform as teaching learning strategy in the discipline Constitutional Law in a university in Portugal. The results showed that kahoot enhanced the use of gamification in the classroom by facilitating the use of elements of games such as immediate feedback, clear rules, fun, pleasure and motivation. Students cite competition as stimulus for learning and they realized the kahoot can be used as a replacement for traditional classroom once you can reach different levels of complexity that challenge students and make learning more efficient and durable. We conclude that the technique, however, presents some limitations. The perception and interests of students was positive from the experience.
Keywords:
Gamification, Kahoot, active learning.