Abstract
Traditional lecture theatre environments present significant challenges in higher education, in light of increasingly large and diverse student populations. This small scale study explores how blended learning through the game-based platform Kahoot! can be used to enhance the learning experience offered to students in these spaces, from the perspective of 44 final year primary education undergraduates. An action research approach was employed with data collected from pre- and post-lecture surveys. Findings suggest that the integration of synchronous online learning in lecture theatres presented no technical difficulties and that gaming was successful in enabling active participation and interactive learning. Students valued its competitive nature, the immediacy of feedback on their knowledge and structured opportunities for further discussion. Students reported improvements in engagement, concentration and retention although results for the latter were more ambiguous and would benefit from further investigation.
More Information
Identification Number: | https://doi.org/10.1080/1475939X.2020.1737568 |
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Status: | Published |
Refereed: | Yes |
Publisher: | Taylor & Francis (Routledge) |
Additional Information: | This is an Accepted Manuscript of an article published by Taylor & Francis in Technology, Pedagogy and Education on 12 March 2020, available online: http://www.tandfonline.com/10.1080/1475939X.2020.1737568 |
Uncontrolled Keywords: | 1302 Curriculum And Pedagogy, 1303 Specialist Studies In Education, Education, |
Depositing User (symplectic) | Deposited by Holbrey, Christine |
Date Deposited: | 10 May 2019 11:04 |
Last Modified: | 14 Jul 2024 04:22 |
Item Type: | Article |
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