Aplicação do Kahoot e do Quizizz para otimizar engajamento nas disciplinas de metodologia de pesquisa
Resumo
This article shows an application of the Kahoot and Quizizz tools in disciplines of research methodology of technological courses of computation. The work was developed from a case study during a school period and involved the design of gamification for the organization of classes. The process was accompanied by notes, a Facebook group, tools registers and a questionnaire to get information on better uses of these tools, their strategies, and new uses. It was concluded that the strategies were satisfactory for the audience, with greater motivation of the participants, but that new activities and resources should be better explored.
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PDFDOI: https://doi.org/10.5753/cbie.wcbie.2019.1405
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