Using Mentimeter in higher education: online digital tool to encourage and enhance the acquisition of knowledge in a fun way
DOI:
https://doi.org/10.30827/eticanet.v22i1.22262Keywords:
Mentimeter, active learning, gamification, educational innovationAbstract
With the emergence of COVID-19, the educational community has needed to incorporate new methodological approaches to face the new forms of teaching required by the pandemic scenario. One of these approaches is gamification, which implies introducing educational content in a playful way. In Higher Education, gamification must have a level of complexity that the most popular programs can't provide. Mentimeter is a program that is based on an online audience software and allows a wide range of questions and questionnaires significantly suitable for the educational level analysed. It facilitates the active learning of students, increasing their attention, commitment and motivation, thus allowing the student to be the centre of the teaching-learning process. This article analyses the use of Mentimeter in a wide range of classes of various university disciplines and reviews its theoretical and practical potential for the improvement of teaching-learning processes, the acquisition of knowledge by students and the use of new teaching methodologies.
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