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dc.contributor.authorParra Santos, María Teresa 
dc.contributor.authorMolina Jordá, José Miguel
dc.contributor.authorCasanova Pastor, Gerard
dc.contributor.authorMaiorano Lauría, Lucila Paola
dc.date.accessioned2019-07-20T13:44:37Z
dc.date.available2019-07-20T13:44:37Z
dc.date.issued2018
dc.identifier.urihttp://uvadoc.uva.es/handle/10324/37215
dc.description.abstractThere are evidences that Student Response Systems (SRS) encourage student participation in the classroom by streamlining class development. Recent experiences indicate that these SRS have been used in the context of quizzes, showing that students' attention, motivation and enjoyment are increased with respect to the simple use of a simple questionnaire. The applications Socrative, Kahoot, Quizlet, Quizizz, among others, are each year more consolidated. The strategy for the development of games in the classroom is that it should be voluntary, anonymous, with a reduced cost of time (on the order of minutes). The paper shows material of Fluid Mechanics subject at university level. There is much more material in Kahoot format than in Socrative. The tool let diagnose weak points on the learning process in the classroom.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherThe Association for Computing Machinery (ACM)
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleGamification for formative assessment in the framework of engineering learninges
dc.typeinfo:eu-repo/semantics/otheres
dc.lom.learningResourceTypeJuegos Educativoses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones
dc.audience.educationLevelEnseñanzas universitariases


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