Gamification and active methodologies at university: The case of teaching learning strategy in law

Conference proceedings article


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Publication Details

Author list: Castilhos, D. S.
Publication year: 2018
Start page: 5208
End page: 5211
Number of pages: 4
ISBN: 978-84-09-05948-5
Languages: English-Great Britain (EN-GB)


Abstract

The “gamification” is a strategy to use elements of the games outside the environment of games and

can be applied as a teaching strategy. The application in the classroom as an active learning strategy

is still a great challenge for education, especially in higher education in such a traditional context, as is

the case with Law teaching. The present paper reports a case study on how it was applied a quiz

using the kahoot platform as teaching learning strategy in the discipline Constitutional Law in a

university in Portugal. The results showed that kahoot enhanced the use of gamification in the

classroom by facilitating the use of elements of games such as immediate feedback, clear rules, and

brings fun, pleasure and motivation. Students allude to competition as stimulus for learning and they

realized the kahoot can be used as a replacement for traditional classroom once you can reach

different levels of complexity that challenge students and make learning more efficient and durable.

We conclude that the technique, however, presents some limitations. The perception and interests of

students was a positive result from the experience.


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Last updated on 2019-12-03 at 12:03