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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…mehr

Produktbeschreibung
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.
Autorenporträt
I am a MSc. in Education and I work as a teacher in Education at the secondary level, my goal is to be able to apply technological tools in the teaching-learning process.