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Gamified Learning in Online Teaching Through Platforms: The Use of Quizizz
dc.contributor.author | Rivas García, Jesús Israel | |
dc.contributor.author | Magadán Díaz, Marta | |
dc.date | 2022 | |
dc.date.accessioned | 2023-02-28T09:51:37Z | |
dc.date.available | 2023-02-28T09:51:37Z | |
dc.identifier.isbn | 9783031088896 | |
dc.identifier.issn | 1865-0929 | |
dc.identifier.uri | https://reunir.unir.net/handle/123456789/14252 | |
dc.description.abstract | The present research has the goal of exploring the graduate students’ perceptions have when using Quizizz. The reference framework for this research is a compulsory subject, within a master's degree at an online Spanish university. For it, this research analyzes students’ perceptions about the usage of Quizizz within the classes of Advanced Cultural Management in the Publishing Field, identifies what topics most graduate students who used Quizizz underlined, and, finally, tests whether the quantitative analysis confirms the results obtained from the qualitative phase. This work uses a mixed methodology where qualitative analysis draws the route map for the quantitative one, identifying the key topics revealed by a sample of 11 students, subsequently used to build a survey launched to 106 students. The research comes to the following conclusions: firstly, Quizizz may hold students’ curiosity and attention, enhance virtual classroom participation and motivation and generate enjoyable learning experiences; second, the students showed a high perception of Quizizz as an attractive, and amusing platform; third, the competitiveness appeared as a significant variable that gave impulse to the students’ intrinsic motivation, fostered by the desire of being among the first positions on the game leaderboard, and fourth, Quizizz is a valuable tool for reviewing and retaining key concepts and ideas, but not necessarily for improving test scores. Finally, Quizizz has a positive influence over motivation, engagement, and dynamization of the virtual classroom. Finally, the quantitative analysis of this research upholds the qualitative one. | es_ES |
dc.language.iso | eng | es_ES |
dc.publisher | Communications in Computer and Information Science | es_ES |
dc.relation.uri | https://link.springer.com/chapter/10.1007/978-3-031-08890-2_1 | es_ES |
dc.rights | restrictedAccess | es_ES |
dc.subject | gamified learning | es_ES |
dc.subject | online teaching | es_ES |
dc.subject | Quizizz | es_ES |
dc.subject | Scopus(2) | es_ES |
dc.title | Gamified Learning in Online Teaching Through Platforms: The Use of Quizizz | es_ES |
dc.type | conferenceObject | es_ES |
reunir.tag | ~ARI | es_ES |
dc.identifier.doi | https://doi.org/10.1007/978-3-031-08890-2_1 |
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