THE EVALUATION TROUGH HOBBY QUIZZES AS A STRATEGY OF ACTIVE LEARNING

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Sebastián Demyda Peyrás
María Tania Merinas Amo
Albano García Sánchez
Adela González Fernández
Ana María Melendo Cruz
Miguel Moreno Millán
Ángeles Alonso Moraga

Abstract

The interest and participation of the students is one of the key points during the development of the learning process. Therefore, all the actions developed in order to increase these two factors during lessons are extremely important in order to achieve a successful learning experience. For this reason, it is necessary to modify, improve or expand teaching strategies and activities that are used during the teacher-student interaction in the classroom every day. Crossword puzzles, alphabet soups and other intellectually-challenging activities are an important resource in the classroom (or outside of it), both, as an educational tool which can be used to fix specific knowledge and to broaden the general culture of the students. Moreover, they are also described as an important activity which could combine leisure and entertaining with learning. These kind of educational games are being widely used as different forms of study in different academic courses in most of the different knowledge areas and are becoming one of the most desired methods of learning because it makes the study load less cumbersome and highly enjoyable. Some of the general characteristics of educational resources resolution should be:
1. Promoting the specific domain of an area of concrete knowledge.
2. A way to stimulate student learning, which allows them to remember and visualize the most relevant information in each subject.
3. Impact on the cognitive development of the student.
4. Encouraging students to learn rather than to memorise.
5. Boosting student confidence by getting correct answers.
6. Conceived by students as a play or recreational activity.
7. Effective learning tool for the terminology, definitions, spelling and relation of key concepts.
8. Allowing teachers to measure competencies and skills achieved by students.
Therefore, the aim of this innovation project is the creation of a crossword book and Kahoot-like quiz game with different levels of learning structured across the different course topics which will impact in the student learning process from 3 different scopes:
- Motivate active learning in an entertaining way.
- Improve written language (spelling and vocabulary)
- Improve the results of knowledge assessment by allowing the student to becoming familiar with key concepts of each subject and by increasing their concentration.

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