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Kahoot於教學的運用與成效

Kahoot: Applications and Effects in Education

摘要


面對「數位原生世代」的Z時代學習者,如何激發他們的學習動機,提升其學習成效,是護理教育者在教學實務中很大的挑戰。隨著學習科技的快速發展,許多教師開始在課堂融入遊戲化學習,運用科技產品與應用程式,以促進學生的課堂參與並執行學習評量。Kahoot是一個免費的線上測驗與學生反饋系統平台,協助教師營造一個有趣且具競爭性的遊戲環境,讓學習者使用手機或平板電腦,經由平台來回答選擇題型的問題。它可以安排於課堂學習活動的各個階段,或配合翻轉教學,以達到不同的教學目的。本文從遊戲化學習談起,說明Kahoot的操作技巧,探討其使用成效,包含優點、限制及使用者回饋,並分享筆者的教學設計與實施經驗,期使護理教育者能運用Kahoot於其創新教學實務。

關鍵字

Kahoot 遊戲 遊戲化學習 即時回饋 創新

並列摘要


Stimulating learning motivation and enhancing learning effectiveness are particularly difficult challenges for nursing educators in educating Generation Z learners, who are part of the first generation of true "digital natives". In response, teachers are beginning to integrate gamification techniques into their classrooms in order to motivate classroom participation and to conduct learning evaluation. Kahoot is a free, online quiz platform and instant feedback system that helps teachers create a fun competitive-gaming environment. Learners may access the platform using a mobile phone or tablet to answer multiple-choice questions. The platform may be introduced at different stages of learning activities or combined with the flipped classroom model in order to achieve various teaching goals. This article provides a brief introduction of the gamification of learning and then discusses the operational skills needed to use Kahoot and the effectiveness of this platform, including advantages, limitations, and user feedback. Finally, the authors share their Kahoot-related teaching designs and experiences. It is suggested that nurse educators may apply Kahoot in their innovative teaching practices.

參考文獻


Abdulmajed, H., Park, Y. S., & Tekian, A. (2015). Assessment of educational games for health professions: A systematic review of trends and outcomes. Medical Teacher, 37(1, Suppl.), S27–S32. https://doi.org/10.3109/0142159X.2015.1006609
Barnes, R. (2017). Kahoot! in the classroom: Student engagement technique. Nurse Educator, 42(6), 280. https://doi.org/10.1097/NNE.0000000000000419
Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93. https://doi.org/10.3991/ijet.v13i02.7467
Blakely, G., Skirton, H., Cooper, S., Allum, P., & Nelmes, P. (2009). Educational gaming in the health sciences: Systematic review. Journal of Advanced Nursing, 65(2), 259–269. https://doi.org/10.1111/j.1365-2648.2008.04843.x
Boden, G. M., & Hart, L. (2018). Kahoot-Game based student response system. Compass: Journal of Learning and Teaching, 11(1). https://doi.org/10.21100/compass.v11i1.668

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