Technology brings new challenges and opportunities to higher education institutions, as it can promote learner-centered activities. Mobile devices such as smartphones are very popular among students and can easily engage them and promote motivation and active learning. In this study, we investigate Tourism undergraduate students’ perceptions on the use of mobile technology in the classroom, specifically two quiz makers in a comparative perspective: Kahoot! and Socrative. The purpose of this two-stage study is to identify and meet students’ preferences, so as to design activities that can truly promote learning. The participants are Mathematics and English students from a Portuguese higher education institution. At the first stage, in a ...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
This paper is aimed to investigate and demonstrate the positive impact of using smartphone through K...
This article examines the use of Kahoot, a game based response platform, in the university classroom...
In the last few decades, technology has advanced in multiple fields, including Education. Some of it...
In the last few decades, technology has advanced in multiple fields, including Education. Some of it...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The use of technology in higher education has been increasing in the past few years and new online t...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The use of gamification has spread in recent years, proving to be an effective tool to increase stud...
Abstract : The aim of this paper is to investigate the influence of the use of technological tools i...
The pervasive nature of digital technologies and students habitual use of them brings opportunities ...
The pervasive nature of digital technologies and students’ habitual use of them brings opportunities...
The progressive integration of mobile technology in the classroom is generating new scenarios to inn...
There have been studies which exploring students’ perception on the use of kahoot!. However, researc...
[EN] The profile of students in higher education is changing and yet, in spite of this, traditional ...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
This paper is aimed to investigate and demonstrate the positive impact of using smartphone through K...
This article examines the use of Kahoot, a game based response platform, in the university classroom...
In the last few decades, technology has advanced in multiple fields, including Education. Some of it...
In the last few decades, technology has advanced in multiple fields, including Education. Some of it...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The use of technology in higher education has been increasing in the past few years and new online t...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The use of gamification has spread in recent years, proving to be an effective tool to increase stud...
Abstract : The aim of this paper is to investigate the influence of the use of technological tools i...
The pervasive nature of digital technologies and students habitual use of them brings opportunities ...
The pervasive nature of digital technologies and students’ habitual use of them brings opportunities...
The progressive integration of mobile technology in the classroom is generating new scenarios to inn...
There have been studies which exploring students’ perception on the use of kahoot!. However, researc...
[EN] The profile of students in higher education is changing and yet, in spite of this, traditional ...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
This paper is aimed to investigate and demonstrate the positive impact of using smartphone through K...
This article examines the use of Kahoot, a game based response platform, in the university classroom...