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dc.contributor.authorOrcos, Lara
dc.contributor.authorBlázquez Tobias, Pedro J.
dc.contributor.authorCurto Prieto, Marta
dc.contributor.authorMolina León, Francisco Javier
dc.contributor.authorMagreñán, Á. Alberto
dc.date2018
dc.date.accessioned2020-09-07T10:47:20Z
dc.date.available2020-09-07T10:47:20Z
dc.identifier.citationOrcos Palma L., Blázquez Tobías P.J., Curto Prieto M., Molina León F.J., Magreñán Ruiz Á.A. (2018) Use of Kahoot and EdPuzzle by Smartphone in the Classroom: The Design of a Methodological Proposal. In: Uden L., Liberona D., Ristvej J. (eds) Learning Technology for Education Challenges. LTEC 2018. Communications in Computer and Information Science, vol 870. Springer, Cham. https://doi.org/10.1007/978-3-319-95522-3_4es_ES
dc.identifier.isbn9783319955216
dc.identifier.issn1865-0929
dc.identifier.urihttps://reunir.unir.net/handle/123456789/10519
dc.descriptionPonencia de la conferencia "7th International Workshop on Learning Technology for Education Challenges, LTEC 2018; Zilina; Slovakia; 6 August 2018 through 10 August 2018"es_ES
dc.description.abstractIn these days, we live in a society where technology is everywhere. Some technological devices, such as smartphones, have become almost an extension of ourselves and a fundamental tool to carry out multiple tasks of our daily life. However, in the educational field, it has not been possible to develop the great potential that smartphones have as a teaching resource yet. Its use in the classroom can help us to improve the teaching and learning process, providing new tools to teachers and enhancing the acquisition of certain concepts by students, especially among “Digital Natives”, who are accustomed to using technology. Technological development, new educational applications and studies on the advantages of using the smartphone in the classroom, endorse its use as an educational tool. Therefore, in this work is intended, on the one hand, to investigate the theoretical bases that position the use of Kahoot and EdPuzzle tools through the smartphone and the Master Class, and on the other hand, to design a methodological proposal that includes these tools in an active methodology, in order to achieve a more meaningful and constructivist learning, enhancing the students’ knowledge acquisition.es_ES
dc.language.isoenges_ES
dc.publisherCommunications in Computer and Information Sciencees_ES
dc.relation.ispartofseries;vol. 870
dc.relation.urihttps://link.springer.com/chapter/10.1007%2F978-3-319-95522-3_4es_ES
dc.rightsopenAccesses_ES
dc.subjectactive methodologyes_ES
dc.subjectedPuzzlees_ES
dc.subjectkahootes_ES
dc.subjectmaster classes_ES
dc.subjectsmartphonees_ES
dc.subjectScopus(2)es_ES
dc.subjectWOS(2)
dc.titleUse of kahoot and EdPuzzle by smartphone in the classroom: the design of a methodological proposales_ES
dc.typeconferenceObjectes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.1007/978-3-319-95522-3_4


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