ABSTRACT
New active methodologies have played an important role in recent years as they carry a highly positive effect on improving students’ motivation and engagement. Their application is particularly interesting in Building Engineering and Architecture degrees, which are characterized by a large variety of subjects, with high failure and dropout rates. This study aims to analyze the performance of Architecture and Building Engineering students, as well as their perception and evaluation of the usefulness of quiz game events in the classroom. For this purpose, Kahoot! – a game-based learning experience – was implemented in eight subjects for both bachelor’s degrees. Two playful events were held for each subject (in the middle and at the end of the semester), and a four-dimensional questionnaire survey (i.e. accessibility, knowledge, perspective, and feeling) was conducted after each Kahoot! session. The sum of all events reached a total of 474 participations distributed among distributed between subjects and sessions. A qualitative and quantitative analysis was carried out to explore the relationship between different variables (i.e. age, gender, subject, and number of registrations). The results demonstrate the potential of quiz games in improving the dynamics of university degree subjects in Architecture and Building Engineering.
Disclosure statement
The authors declare that they have no known competing financial interests or personal relationships that could have influenced the work reported in this paper.