Plataformas educativas adaptadas a la enseñanza universitaria: ¿Mentimeter o Kahoot!?
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2023
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E-Prints
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El proyecto “Plataformas educativas adaptadas a la enseñanza universitaria: ¿Mentimeter o Kahoot!?” (Nº 82) se creó con el fin de conocer mejor las apps educativas Mentimeter y Kahoot! en lo que respecta a su funcionalidad de cara a la enseñanza y el aprendizaje y a su recepción por parte tanto del profesorado como del estudiantado universitario de la UCM y de otras instituciones similares a nivel nacional e internacional, para estar en condiciones de aconsejar a los órganos competentes encargados de la compra de licencias o del desarrollo de apps educativas y al resto de la comunidad universitaria sobre su idoneidad a partir de la realización de un estudio científico con base empírica desde la propia experiencia en el aula. El proyecto, además, se diseñó para cumplir con los objetivos secundarios de formar a profesores y estudiantes en competencias digitales, de abrir oportunidades de colaboración entre docentes y estudiantes desde distintas áreas de conocimiento, facultades y posiciones en la carrera educativa y académica para favorecer el intercambio y reforzar los lazos y la motivación entre las partes que conforman el alma de la UCM, de arrojar luz sobre el fenómeno actual de la gamificación en las aulas universitarias a través de las apps y, finalmente, de colocar a la UCM en una posición de referencia nacional e internacional con el primer estudio comparativo sobre los niveles de satisfacción frente al uso de estas apps en el contexto de la educación superior. Los resultados del estudio científico realizado como parte del proyecto revelan que Kahoot! es la aplicación preferida por los alumnos y por los docentes.
The project "Educational platforms adapted to university teaching: Mentimeter or Kahoot!?" (No. 82) was designed to learn more about the educational apps Mentimeter and Kahoot! with regard to their functionality for teaching and learning and their reception by both the teaching staff and the university students of the UCM and other similar institutions at a national and international level, to be in a position to advise those responsible for the purchase of licenses or the development of educational apps and the rest of the university community about their suitability based on the completion of a scientific study with an empirical basis from the experience in the classroom. The project, in addition, was designed to meet the secondary objectives of training teachers and students in digital skills, to opening opportunities for collaboration between teachers and students from different areas of knowledge, faculties and positions in the educational and academic career to favor the exchange and strengthen the ties and motivation between the parties that make up the soul of the UCM, to shed light on the current phenomenon of gamification in university classrooms through apps and, finally, to place the UCM in a position of national and international reference with the first comparative study on the levels of satisfaction with the use of these apps in the context of higher education. The results of the scientific study carried out as part of the project reveal that Kahoot! is the application preferred by students and teachers.
The project "Educational platforms adapted to university teaching: Mentimeter or Kahoot!?" (No. 82) was designed to learn more about the educational apps Mentimeter and Kahoot! with regard to their functionality for teaching and learning and their reception by both the teaching staff and the university students of the UCM and other similar institutions at a national and international level, to be in a position to advise those responsible for the purchase of licenses or the development of educational apps and the rest of the university community about their suitability based on the completion of a scientific study with an empirical basis from the experience in the classroom. The project, in addition, was designed to meet the secondary objectives of training teachers and students in digital skills, to opening opportunities for collaboration between teachers and students from different areas of knowledge, faculties and positions in the educational and academic career to favor the exchange and strengthen the ties and motivation between the parties that make up the soul of the UCM, to shed light on the current phenomenon of gamification in university classrooms through apps and, finally, to place the UCM in a position of national and international reference with the first comparative study on the levels of satisfaction with the use of these apps in the context of higher education. The results of the scientific study carried out as part of the project reveal that Kahoot! is the application preferred by students and teachers.