Motivation-Enhancing Educational Apps | Page 67

In the project, teachers would like to create a positive learning environment by bringing collaboration, emotion and play together. Technology is merely facilitating the social learning experience.

The way to use Kahoot or Plickers in a setting is to challenge students to develop a deep research,a critical thinking, creativity, question design, as well as facilitation and presentation skills. Besides this use case, teachers guide entire lessons through the game - creating a fundamentally more social and engaged learning environment.

In short, we can say that we are evaluating around 3 different aspects: Behaviorism, Achieved and Mastery

The problem is that despite the methodological progress, the evaluation seems to be stagnant, as if we only knew how to evaluate content in an eventual way and through an exam, ignoring all those skills and abilities that have been learned during the process.

Now, technology makes it possible through games, for the staff to learn to have fun, and at the same time to evaluate their knowledge with millimeter precision. And nothing of large and long processes of months of duration with deep analysis to detect 3 variables. Participants now play and compete online, learn and the evaluative process runs in parallel with immediate results and of with high value

International Student Team discussing and creating a test for the rest of students about Greenwashing in Amiens "About Harmful Chemical Products "

67