DIGITAL LIBRARY
THE USE OF A GAME-BASED LEARNING PLATFORM IN THE TEACHING-LEARNING PROCESS AT THE UNIVERSITY
University of Zilina (SLOVAKIA)
About this paper:
Appears in: ICERI2021 Proceedings
Publication year: 2021
Pages: 106-110
ISBN: 978-84-09-34549-6
ISSN: 2340-1095
doi: 10.21125/iceri.2021.0066
Conference name: 14th annual International Conference of Education, Research and Innovation
Dates: 8-9 November, 2021
Location: Online Conference
Abstract:
This paper deals with the use of a game-based learning platform in the teaching-learning process at the university in Slovakia. The aim of including the platform into the classic type of teaching was to support the active involvement of students in the studying the theoretical part of the curriculum and deepening their knowledge through the platform in the fun and spontaneous way. This is done with the help of the platform Kahoot, which is a free gaming educational platform used widely not only in the schools. The platform was used in the course Taxation, which was taught in the penultimate semester of the masters studies. The goal of the paper is to describe how was the platform incorporated into the teaching-learning process and also evaluate its success on the basis of feedback from students. The paper also contains suggestions for improving the future educational process of this course through such a platform, created on the basis of student’s feedback and also the teacher experience. Students provided feedback through an anonymous online questionnaire at the end of the semester.
Keywords:
Game-based learning platform, innovative teaching-learning process, higher education.