Analysis of the online gamification tools Kahoot and Quizizz on the student learning

Authors

  • Benjamín Maraza Quispe Docente Investigador de la Facultad de Ciencias de la Educación-Universidad Nacional San Agustín (Arequipa-Perú).
  • Luis Cuadros Paz Docente Investigador de la Facultad de Ciencias de la Educación-Universidad Nacional San Agustín (Arequipa-Perú).
  • Walter Cornelio Fernandez Gambarini Docente Investigador de la Facultad de Ciencias de la Educación-Universidad Nacional San Agustín (Arequipa-Perú).
  • Yrma Alay Palomino Docente Investigador de la Facultad de Ciencias de la Educación-Universidad Nacional San Agustín (Arequipa-Perú).
  • Alfred Addison Chillitupa Quispihuanca Estudiante Investigador de la Facultad de Ciencias de la Computación-Universidad San Pablo (Arequipa-Perú)

Keywords:

Gamification, platforms, Kahoot!, Quizizz, process, feedback.

Abstract

21st century students demand that learning sessions be more challenging and exciting, and education has become the resource humanity needs to grow as a society, supported by tools that innovate learning sessions. The purpose of this research is to evaluate the influence of online gamification tools such as Kahoot and Quizizz in the process of feedback of student learning from the secondary level of regular basic education, the reasons that justify the research are: the educational strategies for optimal learning are constantly changing and propose a series of challenging activities seeking to transcend the learning sessions to become part of the student's life for which first took a test of previous knowledge about the issues of Educational Technology, where most of the students involved have basic knowledge by placing them on a scale of process, a second assessment is applied with respect to the knowledge in the process and the final test in which students present significant progress using the platforms, demonstrating their effectiveness for learning feedback; also despite the similarity of the platforms, through Quizizz students present a greater response to feedback of learning compared to Kahoot demonstrated through aspects of software, hinders optimal feedback of learning.

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Published

2019-12-04

How to Cite

Maraza Quispe, B., Cuadros Paz, L., Fernandez Gambarini, W. C., Alay Palomino, Y., & Chillitupa Quispihuanca, A. A. (2019). Analysis of the online gamification tools Kahoot and Quizizz on the student learning. Journal Reference Pedagogical, 7(2), 339 – 362 p. Retrieved from https://rrp.cujae.edu.cu/index.php/rrp/article/view/193

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