One of the main purposes in schooling is to broaden students' inspiration to initiate autonomous learning. The use of technologies in classrooms with which students are combined, such as tablet or smartphone, is one way to achieve this purpose. On the other hand, it has been proven that the inclusion of scenarios supported by games and competition enhances students' active participation. Therefore, the purpose of this work is to determine the influence of the Kahoot tool as a means that stimulates students' autonomous learning based on real experiences. As a methodology, qualitative research was used by means of a case study which allows the production of an accurate description of the case and provides an idea of the attitude or behavior of an individual, in addition, it must involve the problem, the context, the topics and the lesson.
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Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - One of the main purposes in schooling is to broaden students' inspiration to initiate autonomous learning. The use of technologies in classrooms with which students are combined, such as tablet or smartphone, is one way to achieve this purpose. On the other hand, it has been proven that the inclusion of scenarios supported by games and competition enhances students' active participation. Therefore, the purpose of this work is to determine the influence of the Kahoot tool as a means that stimulates students' autonomous learning based on real experiences. As a methodology, qualitative research was used by means of a case study which allows the production of an accurate description of the case and provides an idea of the attitude or behavior of an individual, in addition, it must involve the problem, the context, the topics and the lesson. N° de réf. du vendeur 9786207043408
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Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -One of the main purposes in schooling is to broaden students' inspiration to initiate autonomous learning. The use of technologies in classrooms with which students are combined, such as tablet or smartphone, is one way to achieve this purpose. On the other hand, it has been proven that the inclusion of scenarios supported by games and competition enhances students' active participation. Therefore, the purpose of this work is to determine the influence of the Kahoot tool as a means that stimulates students' autonomous learning based on real experiences. As a methodology, qualitative research was used by means of a case study which allows the production of an accurate description of the case and provides an idea of the attitude or behavior of an individual, in addition, it must involve the problem, the context, the topics and the lesson.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 116 pp. Englisch. N° de réf. du vendeur 9786207043408
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Taschenbuch. Etat : Neu. Application of the Kahoot tool in the Teaching and Learning process | Educational Innovation in Education | Fe María Lara (u. a.) | Taschenbuch | Englisch | 2024 | Our Knowledge Publishing | EAN 9786207043408 | Verantwortliche Person für die EU: SIA OmniScriptum Publishing, Brivibas Gatve 197, 1039 RIGA, LETTLAND, customerservice[at]vdm-vsg[dot]de | Anbieter: preigu. N° de réf. du vendeur 128297182
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