The Use of New Learning Technologies in Higher Education Classroom: A Case Study

Micaela Dinis Esteves, Angela Pereira, Nuno Veiga, Rui Vasco, Anabela Veiga

Abstract


We have conducted a study with higher level education students, in lecture classes of three Undergraduate Courses and one Professional Higher Technical Course that involved six different subjects with a total of 324 students. In this research the use of Game-Based Learning platform was analysed in order to encourage the students’ participation, increasing motivation and keeping them motivated and committed during lessons, therefore, increasing their learning skills. Based on these results, we recommend that Kahoot is used in lectures in order to help students develop their performances and abilities and at the same time be more successful and prepared to have an active participation in society.

Keywords


Learning; collaborative learning; game-based learning; higher education

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International Journal of Engineering Pedagogy (iJEP) – ISSN: 2192-4880
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