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Game of phones: Integrating mobile technology into science and engineering classrooms

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Game of phones: Integrating mobile technology into science and engineering classrooms

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dc.contributor.author Crump, Vanessa es_ES
dc.contributor.author Sparks, Julie es_ES
dc.date.accessioned 2018-10-05T12:45:03Z
dc.date.available 2018-10-05T12:45:03Z
dc.date.issued 2018-07-02T12:45:03Z
dc.identifier.isbn 9788490486900 es_ES
dc.identifier.issn 2603-5871
dc.identifier.uri http://hdl.handle.net/10251/109608
dc.description.abstract [EN] Mobile technologies are ubiquitous in the lives of our students. Rather than seeing the presence of these devices in the classroom as a hindrance or a distraction, educators should embrace the opportunities for greater student engagement, collaboration and useful feedback. This paper reports some uses of mobile technologies in classrooms at UTS Insearch and the responses of science and engineering students. We hope that our reflections will be a useful guide to other educators and suggest simple ways to integrate flipped learning and gamification into undergraduate classrooms. UTS Insearch has a blended learning approach to learning and teaching where students learn through seamless integration of technology-enhanced strategies and face-to-face activities. We focus on our experiences using learning tools, such as Kahoot! and Mentimeter, to demonstrate practical applications of gamification in science and engineering classrooms. The teaching style used in Australian universities incorporating student-centred flipped learning is foreign to many students, especially those from Non-English Speaking Backgrounds, but data from surveys and reflections allow us to conclude that a majority of students value the use of emerging technologies in learning and that they assist with motivation, formative assessment, collaborative learning and student engagement. es_ES
dc.description.uri http://ocs.editorial.upv.es/index.php/HEAD/HEAD18 es_ES
dc.format.extent 9
dc.language Inglés es_ES
dc.publisher Editorial Universitat Politècnica de València es_ES
dc.relation.ispartof 4th International Conference on Higher Education Advances (HEAD'18)
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Higher Education es_ES
dc.subject Learning es_ES
dc.subject Educational systems es_ES
dc.subject Teaching es_ES
dc.subject Mobile technologies in learning
dc.subject Gamification in education
dc.subject New tools for teaching
dc.subject Engineering and science students
dc.subject Non-english speaking background students
dc.subject Flipped learning
dc.title Game of phones: Integrating mobile technology into science and engineering classrooms es_ES
dc.type Comunicación en congreso es_ES
dc.type Capítulo de libro es_ES
dc.identifier.doi 10.4995/HEAD18.2018.7971 es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Crump, V.; Sparks, J. (2018). Game of phones: Integrating mobile technology into science and engineering classrooms. Editorial Universitat Politècnica de València. 247-255. https://doi.org/10.4995/HEAD18.2018.7971 es_ES
dc.description.accrualMethod OCS es_ES
dc.relation.conferencename Fourth International Conference on Higher Education Advances es_ES
dc.relation.conferencedate Junio 20-22,2018 es_ES
dc.relation.conferenceplace Valencia, Spain es_ES
dc.relation.publisherversion http://ocs.editorial.upv.es/index.php/HEAD/HEAD18/paper/view/7971 es_ES
dc.description.upvformatpinicio 247
dc.description.upvformatpfin 255
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.relation.pasarela OCS\7971 es_ES


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