This article analyzes the role of new technologies in the education sector. Its aimis to investigate the use of mobile devices as a learning tool base don the game and if this increases the motivation, participation and learning out comes. We analyze Kahoot’s case. A double methodology isused: bibliographi creview and exploratory research with group interviews with teachers to know their perception, attitude and utility regarding the use of "gamification" and Kahoot in the classroom. In conclusion, we observe that, even with limitations, the combination of technology, play and learning is more effective than traditional methodologies.Este artículo analiza el rol de las nuevas tecnologías en el sector educativo. Su objetivo es investigar el ...
Currently, the application of Mobile Learning and gamification in education is increasingly having ...
Education, in general, and universities, in particular, are constantly searching new ways of transmi...
[EN] In this work we propose the use of different educational gaming strategies as a tool for learni...
This article examines the use of Kahoot, a game based response platform, in the university classroom...
This article analyzes the possibilities of educational use of gamification with the support of mobil...
[EN] Currently, the advances in information and communication technologies (ICTs) offer new tools t...
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen y...
In a social scenario in which technologies are gradually becoming more prominent, the educational co...
Current educational gamifiers are based on the application of semi-formal and non-formal platforms t...
This paper analyzes the conceptualization and implementation of one of the most active and innovativ...
The modern level of society development sets higher requirements for education. One of the most impo...
[spa] El presente trabajo recoge los resultados de un estudio realizado sobre la herramienta de apr...
Active teaching-learning methodologies are new tools for teachers to interact with students from a d...
El uso del juego, utilizado siempre en edades tempranas para motivar el aprendizaje, ha sido frecuen...
This research studies the perceptions that university students of the master’s degree in Teacher Tra...
Currently, the application of Mobile Learning and gamification in education is increasingly having ...
Education, in general, and universities, in particular, are constantly searching new ways of transmi...
[EN] In this work we propose the use of different educational gaming strategies as a tool for learni...
This article examines the use of Kahoot, a game based response platform, in the university classroom...
This article analyzes the possibilities of educational use of gamification with the support of mobil...
[EN] Currently, the advances in information and communication technologies (ICTs) offer new tools t...
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen y...
In a social scenario in which technologies are gradually becoming more prominent, the educational co...
Current educational gamifiers are based on the application of semi-formal and non-formal platforms t...
This paper analyzes the conceptualization and implementation of one of the most active and innovativ...
The modern level of society development sets higher requirements for education. One of the most impo...
[spa] El presente trabajo recoge los resultados de un estudio realizado sobre la herramienta de apr...
Active teaching-learning methodologies are new tools for teachers to interact with students from a d...
El uso del juego, utilizado siempre en edades tempranas para motivar el aprendizaje, ha sido frecuen...
This research studies the perceptions that university students of the master’s degree in Teacher Tra...
Currently, the application of Mobile Learning and gamification in education is increasingly having ...
Education, in general, and universities, in particular, are constantly searching new ways of transmi...
[EN] In this work we propose the use of different educational gaming strategies as a tool for learni...