DIGITAL LIBRARY
GAMIFICATION IN ELECTRICAL / ELECTRONIC ENGINEERING EDUCATION: THE USE OF KAHOOT IN A COURSE ON TELECOMMUNICATIONS
1 National Technical University of Athens (GREECE)
2 School of Pedagogical & Technological Education (ASPETE) (GREECE)
3 University of West Attica (GREECE)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 1592-1597
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.0417
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
The article presents the use of Kahoot gaming tool in a course on telecommunication principles in the framework of gamification applied in electrical engineering courses. Among the available gaming tools (such as “Hotpotatoes” or “Scratch” to name few), Kahoot was mainly chosen for being a mobile-device application (with a usable free version) that can be easily incorporated in a telecommunications course. Kahoot has a user-friendly design, it allows the use of images, graphs and videos and it can be used, in an interactive manner, on an interconnected PC or tablet without previous subscription. Through Kahoot, one can create games and quizzes for knowledge testing and evaluation or for organizing revision sessions. An additional merit of Kahoot is that it creates a friendly environment that encourages learning and students’ involvement.

Kahoot will be used in the “Telecommunication Principles” course offered in the 5th semester (autumn 2022) at the Dept. of Electrical & Electronic Engineering Educators, School of Pedagogical & Technological Education (ASPETE), Athens, Greece. Quizzes have been already created regarding topics such as Fourier analysis, amplitude / frequency modulation, pulse-code modulation and amplitude / phase shift keying. The aim is the students to get familiar with the essentials of the above topics and encounter them in a manner that will help them better comprehend the subsequent mathematics and theoretical analysis. Apart from that, and taking into account that the department’s graduates can be also employed in technological secondary schools, students (as an additional optional exercise) will be asked to create their own quizzes for use in their possible future classes.
Keywords:
Engineering Education, Electronic Engineering Education, Gaming, Kahoot, Telecommunications.