The post-pandemic “new normal” scenario of higher education high- lights the need for active teaching and learning methodologies, capable of promot- ing immediate and effective feedback on students’ knowledge and understanding (assessment FOR learning) as well as improving students’ acquisition of content knowledge, study and learning strategies, and metacognitive abilities (assessment AS learning). In this exploratory study, we present an analysis of students’ per- ceptions concerning an experimental teaching and learning activity carried out in two courses of the University of Foggia in 2022/23. In this study, students took the role of either participants to gamified cognitive activation quizzes using Kahoot! or of the creators of multiple-choice questions for the activity. We investigate par- ticipating students’ reactions to the activity as well as their role, identifying areas for further improvement, and we investigate the reasons that prevented students’ participation to the activity.

Evaluating Perspective Teachers’ Reaction to Student-Driven Cognitive Activation with Kahoot!

Dicataldo M;
2024-01-01

Abstract

The post-pandemic “new normal” scenario of higher education high- lights the need for active teaching and learning methodologies, capable of promot- ing immediate and effective feedback on students’ knowledge and understanding (assessment FOR learning) as well as improving students’ acquisition of content knowledge, study and learning strategies, and metacognitive abilities (assessment AS learning). In this exploratory study, we present an analysis of students’ per- ceptions concerning an experimental teaching and learning activity carried out in two courses of the University of Foggia in 2022/23. In this study, students took the role of either participants to gamified cognitive activation quizzes using Kahoot! or of the creators of multiple-choice questions for the activity. We investigate par- ticipating students’ reactions to the activity as well as their role, identifying areas for further improvement, and we investigate the reasons that prevented students’ participation to the activity.
2024
978-3-031-67351-1
Cognitive Activation· Gamification· Assessment as learning· Multiple-Choice Question· Student-generated content
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12607/83370
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