28.05.2024 • 3 minutes
By using games in the classroom we are able to motivate students to read the learning materials before the class and make it much more interactive. Also, using the game as a tool to survey the students' understanding of the topics, we are able to reinforce the main ideas.
There are distinct tools available, but all of these have many restrictions in the basic package. Unlocking the full version and integrating it with our LMS makes all the difference.
It depended on the individual motivation, but I was able to use it in the training of early-career researchers and they felt motivated to use it in their classes. So, with training and support, showing best practices, we can motivate faculty to adopt these tools.
Communication about the tool internally was primarily through training activities and conferences. As for guiding and training teachers, lifelong learning courses were utilized, ensuring staff members were proficient in its use.
Measuring the impact of Wooclap on teachers and students involved utilizing the tool itself for feedback. Additionally, student enthusiasm and active participation indicated its effectiveness.
For institutions considering Wooclap, starting with motivated faculty, sharing best practices, and conducting training sessions are recommended. This approach was successful at the University of Porto and can be replicated elsewhere.
An example of Wooclap's use at the University of Porto is in Introduction to Programming courses. Here, it is used to gamify learning by incentivizing students to engage with course materials before class and participate in interactive quizzes during sessions. This not only reinforces learning but also fosters a competitive yet collaborative learning environment.
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The Wooclap team
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