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Advances in education: Using a game-based learning platform in the online learning environment
Ellen Spender
Advances in Online Education, Volume: 1, Issue: 2, Pages: 196 - 209
Swansea University Author: Ellen Spender
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Abstract
Technology, in recent decades, has advanced at an exponential rate and, for experienced educators, the arrival of technology such as mobile phones into the classroom did not occur without problems. Where students persist in bringing them out in the class, educators often remind them that the phone w...
Published in: | Advances in Online Education |
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ISSN: | 2755-1377 |
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London
Catherine Hyland
2023
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URI: | https://cronfa.swan.ac.uk/Record/cronfa60505 |
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v2 60505 2022-07-14 Advances in education: Using a game-based learning platform in the online learning environment 2783c6b92fb55e86c7df55412d2060c7 Ellen Spender Ellen Spender true false 2022-07-14 BAF Technology, in recent decades, has advanced at an exponential rate and, for experienced educators, the arrival of technology such as mobile phones into the classroom did not occur without problems. Where students persist in bringing them out in the class, educators often remind them that the phone will not help them when they sit their exams. With the emerging research into the use of game-based learning platforms such as Kahoot!, which examines the benefits and drawbacks of using such applications, it is difficult to ignore this type of technology. There are many reasons why using game-based learning technology is becoming more popular, but the main one is that students nowadays have been introduced to technology, such as online games, from a young age and have constant access to a personal mobile phone. In 2020 technology was embraced for this study and was introduced to in-person classes as a way of engaging students; when delivery was moved online as a result of the COVID-19 pandemic, Kahoot! continued to be used in the virtual classroom. The study evaluates whether students benefit from using Kahoot! as an aid to their understanding of the subject and if they view it as a game or as a learning tool. The paper explores the views of three distinct groups of students’ use of Kahoot! in their learning environment: when used in an online-only teaching environment, in a blended teaching environment consisting of online and in-person delivery and for an in-person-only teaching environment. Journal Article Advances in Online Education 1 2 196 209 Catherine Hyland London 2755-1377 online game-based learning, Kahoot! student engagement, COVID-19 online learning environment 1 1 2023 2023-01-01 https://hstalks.com/article/7433/advances-in-education-using-a-game-based-learning-/ https://hstalks.com/article/7433/advances-in-education-using-a-game-based-learning-/ COLLEGE NANME Accounting and Finance COLLEGE CODE BAF Swansea University 2023-06-01T14:27:30.5841669 2022-07-14T14:40:41.2542707 Faculty of Humanities and Social Sciences School of Management - Business Management Ellen Spender 1 60505__24931__6b3f4277a44040b1a76e74b8604d8e7c.pdf 60505.AAM.Permission to release..pdf 2022-08-16T11:21:55.7323312 Output 317353 application/pdf Accepted Manuscript true Released with publisher permission for private research/study. Released under the terms of a CC-BY license. true eng https://creativecommons.org/licenses/by/4.0/ |
title |
Advances in education: Using a game-based learning platform in the online learning environment |
spellingShingle |
Advances in education: Using a game-based learning platform in the online learning environment Ellen Spender |
title_short |
Advances in education: Using a game-based learning platform in the online learning environment |
title_full |
Advances in education: Using a game-based learning platform in the online learning environment |
title_fullStr |
Advances in education: Using a game-based learning platform in the online learning environment |
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Advances in education: Using a game-based learning platform in the online learning environment |
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Advances in education: Using a game-based learning platform in the online learning environment |
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Ellen Spender |
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Ellen Spender |
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Advances in Online Education |
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196 |
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2023 |
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Swansea University |
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Catherine Hyland |
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Technology, in recent decades, has advanced at an exponential rate and, for experienced educators, the arrival of technology such as mobile phones into the classroom did not occur without problems. Where students persist in bringing them out in the class, educators often remind them that the phone will not help them when they sit their exams. With the emerging research into the use of game-based learning platforms such as Kahoot!, which examines the benefits and drawbacks of using such applications, it is difficult to ignore this type of technology. There are many reasons why using game-based learning technology is becoming more popular, but the main one is that students nowadays have been introduced to technology, such as online games, from a young age and have constant access to a personal mobile phone. In 2020 technology was embraced for this study and was introduced to in-person classes as a way of engaging students; when delivery was moved online as a result of the COVID-19 pandemic, Kahoot! continued to be used in the virtual classroom. The study evaluates whether students benefit from using Kahoot! as an aid to their understanding of the subject and if they view it as a game or as a learning tool. The paper explores the views of three distinct groups of students’ use of Kahoot! in their learning environment: when used in an online-only teaching environment, in a blended teaching environment consisting of online and in-person delivery and for an in-person-only teaching environment. |
published_date |
2023-01-01T14:27:29Z |
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11.035634 |