Kahoot! as a potential tool in the participation and engagement of students in learning programming concepts
Abstract
Faced with the effort to use information and communication technologies (ICT) in the teaching-learning process, it aims to introduce digital tools to promote greater engagement and participation of students. One such tool is Kahoot!, a learning platform that uses digital-based learning for this purpose. Through teaching experiences in programming courses, with this research, it was possible to observe that the Kahoot! functioned as a potentiating instrument for a greater participation and engagement of the students, besides helping to fix concepts related to the logic of programming.
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