dc.contributor.author | Parra Santos, María Teresa | |
dc.contributor.author | Molina Jordá, José Miguel | |
dc.contributor.author | Casanova Pastor, Gerard | |
dc.contributor.author | Maiorano Lauría, Lucila Paola | |
dc.date.accessioned | 2019-07-20T13:44:37Z | |
dc.date.available | 2019-07-20T13:44:37Z | |
dc.date.issued | 2018 | |
dc.identifier.uri | http://uvadoc.uva.es/handle/10324/37215 | |
dc.description.abstract | There 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.mimetype | application/pdf | es |
dc.language.iso | eng | es |
dc.publisher | The Association for Computing Machinery (ACM) | |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.title | Gamification for formative assessment in the framework of engineering learning | es |
dc.type | info:eu-repo/semantics/other | es |
dc.lom.learningResourceType | Juegos Educativos | es |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.type.hasVersion | info:eu-repo/semantics/publishedVersion | es |
dc.audience.educationLevel | Enseñanzas universitarias | es |