The Use of New Learning Technologies in Higher Education Classroom: A Case Study

13Citations
Citations of this article
51Readers
Mendeley users who have this article in their library.
Get full text

Abstract

We have conducted a study with higher level education students, in lecture classes of three Undergraduate Courses and one Professional Higher Technical Course that involved six different subjects with a total of 324 students. In this research the use of Game-Based Learning platform was analysed in order to encourage the students’ participation, increasing motivation and keeping them motivated and committed during lessons, therefore, increasing their learning skills. Based on these results, we recommend that Kahoot is used in lectures in order to help students develop their performances and abilities and at the same time be more successful and prepared to have an active participation in society.

Cite

CITATION STYLE

APA

Esteves, M., Pereira, A., Veiga, N., Vasco, R., & Veiga, A. (2018). The Use of New Learning Technologies in Higher Education Classroom: A Case Study. In Advances in Intelligent Systems and Computing (Vol. 715, pp. 499–506). Springer Verlag. https://doi.org/10.1007/978-3-319-73210-7_59

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free