Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the lesson. The questions were mostly about concepts, and students earned bonus points. At the end of the course, the students filled in an anonymous survey regarding their perceptions of the Kahoot! part of the lessons. In addition, the students’ grades in the final test were compared to their gains in the Kahoot! quizzes. We found that student satisfaction with the systematic incorporation of the Kah...
The pervasive nature of digital technologies and students’ habitual use of them brings opportunities...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
This paper shapes the landscape of an empirical research study on applying gamification to education...
Technology-enriched lessons can contribute to improving student engagement and learning in engineeri...
This paper proposes an approach for continuous engagement in engineering courses using Kahoot! gamif...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
This article aims to investigate the impact of Kahoot! on undergraduates’ engagement in an Engineeri...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
Gamification of instructional activities is a useful approach that educators can use to promote more...
[EN] In the framework of the subject “Analysis of aeronautical structural components” included in th...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
There are evidences that Student Response Systems (SRS) encourage student participation in the clas...
Most engineering students may struggle with complicated theories, heavy assignments, lack of motivat...
The pervasive nature of digital technologies and students habitual use of them brings opportunities ...
In the last few decades, technology has advanced in multiple fields, including Education. Some of it...
The pervasive nature of digital technologies and students’ habitual use of them brings opportunities...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
This paper shapes the landscape of an empirical research study on applying gamification to education...
Technology-enriched lessons can contribute to improving student engagement and learning in engineeri...
This paper proposes an approach for continuous engagement in engineering courses using Kahoot! gamif...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
This article aims to investigate the impact of Kahoot! on undergraduates’ engagement in an Engineeri...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
Gamification of instructional activities is a useful approach that educators can use to promote more...
[EN] In the framework of the subject “Analysis of aeronautical structural components” included in th...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
There are evidences that Student Response Systems (SRS) encourage student participation in the clas...
Most engineering students may struggle with complicated theories, heavy assignments, lack of motivat...
The pervasive nature of digital technologies and students habitual use of them brings opportunities ...
In the last few decades, technology has advanced in multiple fields, including Education. Some of it...
The pervasive nature of digital technologies and students’ habitual use of them brings opportunities...
Abstract Technology is being increasingly integrated into teaching environments in view of enhancing...
This paper shapes the landscape of an empirical research study on applying gamification to education...