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dc.contributor.authorRivas García, Jesús Israel
dc.contributor.authorMagadán Díaz, Marta
dc.date2022
dc.date.accessioned2023-02-28T09:51:37Z
dc.date.available2023-02-28T09:51:37Z
dc.identifier.isbn9783031088896
dc.identifier.issn1865-0929
dc.identifier.urihttps://reunir.unir.net/handle/123456789/14252
dc.description.abstractThe 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.isoenges_ES
dc.publisherCommunications in Computer and Information Sciencees_ES
dc.relation.urihttps://link.springer.com/chapter/10.1007/978-3-031-08890-2_1es_ES
dc.rightsrestrictedAccesses_ES
dc.subjectgamified learninges_ES
dc.subjectonline teachinges_ES
dc.subjectQuizizzes_ES
dc.subjectScopus(2)es_ES
dc.titleGamified Learning in Online Teaching Through Platforms: The Use of Quizizzes_ES
dc.typeconferenceObjectes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.1007/978-3-031-08890-2_1


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