scispace - formally typeset
Search or ask a question
Author

Leticia Morais

Bio: Leticia Morais is an academic researcher from Centro Federal de Educação Tecnológica de Minas Gerais. The author has contributed to research in topics: Flipped classroom & Formative assessment. The author has co-authored 1 publications.

Papers
More filters
Proceedings ArticleDOI
23 Jun 2021
TL;DR: In this article, the authors conducted a case study to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation in a flipped classroom and selected four educational games: Kahoot!, Socrative, Quizizz and Nearpods.
Abstract: The present article corresponds to the result of an internship at the Polytechnic Institute of Braganca. After accomplishing a systematic literature review looking for the clarification of the main concepts of gamification and flipped classroom, it was performed a case study which main purpose was to identify and analyze how students react to the use of educational games as diagnostic or formative evaluation. Many tools were evaluated, but only four were chosen, which were: Kahoot!, Socrative, Quizizz and Nearpods. Subsequently, these tools were distributed to the third year of the course of management degree through Google Classroom and shared with other professors of the European community through the platform AduLeT (Advanced use of Learning Technologies in Higher Education). That contributed to share and reuse strategies to face the world’s current scenario due to the COVID-19 pandemic. We can affirm henceforth that all the use experiences, which related a learning method with one of the tools referred, showed satisfactory results involving a greater dynamic and interest during the classes.

1 citations


Cited by
More filters
Journal ArticleDOI
TL;DR: In this paper , the authors developed the experience of teaching innovation carried out with gamification, mobile learning, and flipped classroom resources and tools for trainee teachers at a Spanish university, aimed at making classrooms more dynamic with mobile applications for self-assessment and reinforcement of learning using mobile devices.
Abstract: Gamification is being implemented in university teaching as an innovative method in the teaching-learning process in line with 20th century society and the current type of student. The purpose of this chapter was to develop the experience of teaching innovation carried out with gamification, mobile learning, and flipped classroom resources and tools for trainee teachers at a Spanish university. Specifically, the experience was aimed at making classrooms more dynamic with mobile applications for self-assessment and reinforcement of learning using mobile devices. The results showed that students increased their autonomy, the acquisition of new knowledge, improved academic performance and content retention thanks to gamification. Finally, the use of mobile devices and applications brings students closer to the social and everyday reality outside the classroom.