TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms †
Abstract
:1. Introduction
2. Background
2.1. Bologna Process
- Helping students to realise that they can play an active and self-directive role in their learning.
- A gradual shifting of decision making from the teacher to learners and thus a better learner involvement in the learning process itself.
2.2. Blended Learning
2.3. Bring Your Own Device
2.4. Flipped Learning
2.5. Gamification
2.6. Skills
2.7. Related Works
3. Material and Methods
3.1. Blended-Learning
- Presential: Face-to-face and collaborative learning, computer-supported;
- Non-Presential: Virtual connection, individual and collaborative learning.
- Course design Process: Sequence of activities;
- Course design process: Selection blended learning tools;
- Course flexibility;
- Interaction;
- Course experience: Student learning;
- Course experience: Study load;
- Course experience: Inclusiveness.
- Content acquisition;
- Collaboration;
- Discussion inquiry;
- Learning through practice;
- Producing learning artefacts.
3.2. Project Based-Learning (PBL)
- Challenging problem or question;
- Sustained inquiry;
- Authenticity;
- Student voice and choice;
- Reflection;
- Critique and revision;
- Public product. TechTeach follows these principles and also does PBL, which is essential to the success of the paradigm.
3.3. Features
- Classes:
- (a)
- Inverted with BYOD;
- (b)
- Team-coding exercises;
- (c)
- Quizzes about topics (to test basic knowledge);
- (d)
- In-class activities;
- (e)
- Learning challenges.
- Project:
- (a)
- Realistic and applicable exercises;
- (b)
- Stimulate soft-skills;
- (c)
- Cross-meetings areas, students and knowledge;
- (d)
- Gamification system;
- (e)
- Anonymous intra and inter evaluation.
3.4. Methodology
- Theoretical classes are inverted and should be used to do a brief explanation of the topics and to do practical exercises.
- (a)
- Students must bring their laptop or smartphone to participate in in-class activities.
- (b)
- Professors are encouraged to promote team-coding exercises.
- These exercises should be executed in groups of 3 students;
- In each lesson, the groups must be different, and the active programmer must change.
- (c)
- Each class should have a different learning challenge.
- (d)
- After classes, the students must fill a quiz (multiple-choice) to assess their knowledge on some of the addressed topics.
- Practical classes are used to develop a realistic project and stimulate soft-skills.
- (a)
- Each project should address a real problem of society and promote healthy competition between students.
- (b)
- The projects should be divided into teams, and if possible, groups:
- A team is composed by a set of groups;
- Each group should have different roles;
- The groups are responsible for implementing a set of features.
- (c)
- Project meetings should cross different areas, students and knowledge. The sessions at classrooms should be divided:
- By project features (groups);
- By project roles (teams).
- (d)
- During the class, the professor should analyse the work done by a student and evaluate their contribution to the project using a gamification system.
- (e)
- The projects should have three assessment points:
- CP1—to verify requirements and motivate the students, in a range of three results (10, 15, 20);
- CP2—to assess the technical quality of the project;
- CPF—to assess the final result and the commercial potential.
- (f)
- The project must include an anonymous peer evaluation using an N + 1 scale. Each student should have the possibility to evaluate the contribution of each teammate (including himself) for the outcome and to propose a project grade.
- The professor is the “referee and manager” of the class (“game”) and he should:
- (a)
- Promote the team learning and the content research—Give some paths and clues to the result but not provide the final answer.
- (b)
- Give support to students when they require it and when it is under point (a).
- (c)
- Promote exercises that evolve learning of soft-skills (resilience, teamwork, public speaking, argumentation, work with uncertainty, others).
- (d)
- Create a list of frequently asked questions (FAQs) with the most common issues verified by the students.
- (e)
- Create a weekly quiz to assess the students’ knowledge and implement a bonus system able to motivate the participation of students in classes.
- (f)
- Display videos showing what is possible to do after concluding the course/subject. These videos should also explain some area trends and prognostics for the timestamps of five (5) and ten years (10). Both should show the students what they can do in the real world after concluding the course. It motivates the student to participate in the subject.
- (g)
- Provide online presentations, videos, documents, practical examples and other essential content.
- (h)
- Promote a continuous assessment of the subject and show that the students’ opinion is relevant.
- (i)
- Implement and define the rules of the rescue system.
- (j)
- Create Kahoots and games able to promote interactive discussion inside the classroom.
- Students are active learners. They are the leading “players” and should:
- (a)
- Study the topics before the lesson;
- (b)
- Explore and learn new concepts;
- (c)
- Participate in the “game”, interact with the environment and practise their soft-skills;
- (d)
- Win points to achieve the better grade possible;
- (e)
- Contribute for the cross-learning, improvement and assessment of the CUnit.
3.5. Tools
3.5.1. ioEduc
3.5.2. ioQuiz
3.5.3. ioChat
3.5.4. Zoom
3.5.5. Slack
3.5.6. Kahoot
3.6. Gamification Methods
3.6.1. Card System
- Yellow—First warning: The work performed is below the expected;
- Orange—Second warning: The performance is negative, and the student’s future at the CUnit is critical;
- Red—The student did not make any effort to improve their participation. He did not do the minimum acceptable amount, and the level of knowledge is too low, so we can not do the work.
- White—The student is working very well, and the professor recognises some extra effort when he is compared to the class.
- Blue—The student is a good example. The commitment level with the CUnit is high, and he deserves to be rewarded.
3.6.2. Rescue System
3.6.3. Online Quizes with Bonuses
3.6.4. Interactive Surveys
3.7. Other Methods
3.7.1. Frequently Asked Questions (FAQs)
- How many students did the same questions every year?
- How many questions are easy but boring to explain?
3.7.2. Drive
3.7.3. Hand-Written Test
- a—without consultation;
- b—with consultation (two pages);
- c—with consultation (everything).
- a—difficulty: 2 | support: 0;
- b—difficulty: 4 | support: 3;
- c—difficulty: 5 | support: 5.
3.7.4. Sync Mini-Tests
3.7.5. Individual Practical Assessment
- Technical questions (50 min), where the student needs to show that he knows how to do the exercise (e.g., technical programming, design an API, do a mock-up, other).
- Five short questions (10 min) to assess the level of practical knowledge of the student.
4. Case Study
- Theoretical (T): 2 h;
- Theoretical–practical (TP): 2 h;
- Laboratory (LP): 2 h;
- Non-presential: 7 h.
4.1. Week Plan
- 1st week—presentation of the CUnit and implementation of a quiz to understand the class environment and students’ profiles.
- T: A Kahoot! quiz was used to:
- (a)
- Know the student’s opinion on the type of CUnit (inverted or normal). The answer compromises the student with the process.
- (b)
- Understand the student’s expectations and their situation in the class.
- TP: Videos about the future of Web Programming were used to motivate the students.
- 2nd week—flipped lessons started (in T lessons).
- A set of exercises was proposed in each class.
- Students were invited to seat in different places to ensure a group of three random members (in the case of online learning, the professor can create random groups in the online conferencing platform).
- During the class, the professor goes to each group explaining some parts of the code.
- When some critical issue was detected, the professor interrupted the exercises and explained it to everyone.
- 3rd week—the project was presented (in TP lessons).
- The project was about creating a system capable of supporting the development of outdoor activities (e.g., karting, rafting, orientation).
- A set of topics was presented, and each team chose one of them. The project was divided into three packages of features:
- (a)
- Administration of the outdoor activity company;
- (b)
- A mobile application for the participants;
- (c)
- Management of the company spaces and sponsors activities.
- A group of students developed each package. Every group had three areas: Front-end, back-end and full-stack.
- Each team had to prepare a contract document to delivery to the professor containing the project requirements and its cost (the final grade that they desire).
- 4th week—the strategy of practical classes was defined.
- TP: All teams worked grouped by project roles (for example, all the Full-stacks worked together).
- (a)
- The full-stacks were responsible for ensuring the correct development of the project and connecting front-end and back-end.
- (b)
- A set of roles were defined: Product owner (team leader), group manager (one for each package) and area manager (one for each area).
- (c)
- Students were motivated to define a weekly plan and share their experiences and difficulties during the group development.
- LP: Each team was divided into groups in order to develop the respective features (packages).
- (a)
- Students shared the decisions made and the tasks defined at the roles’ meetings early in LP classes.
- (b)
- The development followed the rules defined by the team during LP classes.
- 5th week—the quiz was launched.
- A quiz about the topics discussed in each T is available to students to answer after the class.
- A bonus system was implemented.
- (a)
- The quiz was available to all the students that meet the T class.
- (b)
- At each class, a set of students (between 5 and 15) was randomly selected to have the bonus.
- Each quiz was composed by a set of questions with a limit of 100 points. Selected students had their results doubled (in case of 75 points, they received 150).
- 7th week—the yellow and red card system was implemented.
- LP: The participation of each student in the practical component was evaluated using a gamification card system.
- (a)
- A student could receive up to two yellow cards. After that, they received a red card and were reproved during the practical component.
- (b)
- This system was used as an alert system for the students. They could know whether they were not working enough, and if they received another one, they would reprove at the CUnit. Otherwise, they received the alert and improved their work.
- The professor of laboratory classes started the analysis of the project and could surprise the students by choosing someone to show the work he did up to that moment.
- The professor asked the students about the work done, and in case of the work done being none or too little, they admonished the student with a yellow card.
- T: During the class, the professor showed the current probability of having a final exam. In the same lesson, he used a survey to collect the student’s opinions on the CUnit performance and expectations until the moment.
- 10th week—the professor asked the students about their opinions (2nd round).
- T: Several questions were asked regarding the CUnit: Methods, professors and classes.
- This Kahoot! survey was essential to understand the student’s opinion during class.
- Students could rescue the grades achieved in the handwritten test.
- 11th week—handwritten test.
- Students showed what they knew or learned.
- This test was individual and verified the base of front-end and back-end.
- There was no syntax validation; only the concepts and ideas were tested. In the real-world, they can use anything to help them; however, they need to know how to start.
- This test was used as a cut-off (binary result); i.e., some students were ready to continue and others were not.
- 12th week—rescue system was activated.
- The students who were surprised by the handwritten test and thought they knew more than what the grade shown could rescue the MT (mini-test) classification.
- The rescue system could maintain the student in the “game”; however, he needed to show more than the others. In this system, a particular focus was put in those students. Then, in case of success at the end, the final grade of MT was multiplied by 90%.
- 15th week—a game group was developed recurring to Kahoot! (T lesson).
- All groups competed in order to be the best team.
- The game was composed of 20 questions about the lectured subject. In the end, the students of the three best groups received a bonus in the participation grade.
Soft-skills were trained in the context of the classes and using different variables and scenarios:- Different coworkers;
- Solutions were presented as a puzzle;
- Work with uncertain;
- Work with different teams;
- Peer-Evaluation;
- Project and classes have challenges.
During classes, students faced some type of soft-skills challenge. For example,- They had to work with different colleagues every week at T classes.
- Professors did not say the whole answer but only a part of it. Students were encouraged to work with the uncertainty and look for solutions on the Internet, slides or books;
- TP classes were distributed by team roles (back-end, front-end and full-stack).
- LP classes were organised by group and project features;
- Project work (team and individual) was evaluated by all members of the group using a peer assessment tool (available at ioEduc).
4.2. Assessment Points
- Front-end matters (a Moodle test with a pool of questions).
- The base of front-end and back-end (a handwritten code test without consulting and syntax validation).
- The entirety of the content of CUnit (a Moodle test with a pool of questions).
4.3. Practical Classes
4.4. BYOD Platform
- Making student attendance at the classroom;
- Taking notes of the lessons;
- Rescue grade system;
- Reading the slides (responsive system);
- Assessing each teammate’s work;
- Creating teams and groups of projects;
- Consulting the drive and the FAQ system;
- Accessing to a real-time and offline chat (messaging system) with the professor.
- GitHub (https://github.com)—a development platform inspired by the way people work. From open source to business, it is possible to host and review code, manage projects and build software alongside 40 million developers.
- Heroku (https://heroku.com)—a platform as a service (PaaS) that enables developers to build, run and operate applications entirely in the cloud.
4.5. Gamification in Action
4.5.1. Card System
- Yellow;
- Orange;
- Red.
4.5.2. Rescue System
4.5.3. Online Quizzes with Bonuses
4.5.4. Individual Assessment
4.5.5. Exam
- The motivation of the students (positive);
- Preparation to the classroom (positive);
- Noise during the lesson (negative);
- Fatigue of the professor at the end of class (negative);
- Meeting class Goals (positive);
- Hoarseness (negative).
4.5.6. Interactive Surveys
4.5.7. Individual Assessment Methods
4.6. Quality Assessment of the UC
- Q1—At the beginning of the class—first week;
- Q2—At the middle (one or two times) of the semester—week 7;
- Q3—At the end—last week.
- Negative | Weak;
- Neutral | Acceptable;
- Good | Interesting;
- Positive | Excellent.
- Dominates the subject but does not know how to teach;
- Dominates the subject and knows how to teach;
- Does not dominate the subject and does not know how to teach;
- It is enough to “get by”.
5. Discussion and Results
- CUnit—positive aspects;
- CUnit—aspects to improve;
- ioEduc—your opinion on the platform (positive aspects/negative aspects/aspects to consider);
- Comments/suggestions/global observations.
- Interesting, interactive, dynamic and captivating classes;
- Development of soft-skills (e.g., teamwork, creativity, flexibility, confidence);
- Accompaniment during classes and monitoring of the project by the teaching team;
- Assessment methods;
- The project and the CUnit being very practical.
- Communication/coordination between the professors;
- The difficulty level and high demand of the work;
- The number of students in the classroom/CUnit/project teams;
- Some components/issues of the assessment methods;
- Different levels of knowledge by the students.
- Smaller groups.
- More follow-up with practical examples.
- Improve practical classes.
- Explore more the competitive components between teams. Due to this competition, more cohesive projects could arise.
- More opportunities for redemption.
- “Was the test easy?”
- “Do you approve this test model?”
- Very Easy | No;
- Easy | Maybe;
- Hard | Yes, it was interesting;
- Very Hard | Yes, definitely;
- No answer.
- Learning platform: Moodle, Blackboard, Google Classrooms or AWS for education;
- Game-based learning platform: Kahoot, Voxvote, Slido or Quizizz;
- Online conferencing platform: Zoom, Blackboard Collaborate, MS Teams, Google Meet or Jitsi;
- Communication platform: Slack, MS Teams, Rocket Chat or Discord;
- Scheduling platform: Calendly, Doodle, Outlook or Google Calendar.
6. Conclusions and Future Work
- Gamification used to drive participation, evaluate a student’s involvement in the classes and their intervention in the project;
- Project and flipped classes used to improve skills;
- BYOD was put in practice using a PWA named ioEduc;
- Continuous assessment of the CUnit performed by the students;
- Rescue system available to students to contest the grade;
- Hand-written test used as a cut-off system to verify whether the student has the minimum knowledge required.
|
|
- Learning platform—ioEduc and C9;
- Game-based learning platform—ioQuiz and Kahoot;
- Online conferencing platform—ioChat and Zoom;
- Communication platform—ioChat;
- Scheduling platform—Calendly.
Funding
Acknowledgments
Conflicts of Interest
References
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Content Delivered Online | Type of Course | Typical Description |
---|---|---|
0% | Traditional | A course with no online technology used—the content is delivered written or orally. |
1 to 29% | Web Facilitated | A course that uses a Web-based technology to facilitate what is essential in a face-to-face course. It uses a course management system (CMS) or Web pages to post the syllabus and assignments, for example. |
30 to 79% | Blended | A course that blends online and face-to-face delivery. The main proportion of the content is delivered online, typically uses online discussions, having some face-to face meetings. |
80+% | Online | A course where most or all the content is delivered online. Generally it does not have face-to-face meetings. |
Type | Selected |
---|---|
Game-based Learning Platform | Kahoot |
Online Conferencing Platform | Zoom |
Communication Platform | Slack/ioChat |
Learning Platform | ioEduc |
Quiz Platform | ioQuiz |
Feature | Professor | Student |
---|---|---|
Mark presence on the class | X | |
See presences and assign bonus | X | |
See class slides and other resource files | X | X |
Manage slides and other resource files | X | |
See software credentials | X | X |
Manage software credentials | X | |
Consult FAQ’s | X | X |
Manage FAQ’s and FAQ’s categories | X | |
Create evaluation moments | X | |
Submit student’s grades for each evaluation moment | X | |
See student’s grades at each moment | X | |
See only the logged user grades | X | |
Create and see quizzes on ioQuiz tool and the results | X | |
Submit and see the logged user ioQuiz grades | X | |
Create Kahoot quizzes and see the results | X | |
Submit Kahoot quizzes | X | |
Create projects and teams | X | |
Create groups | X | X |
Evaluate group and each group member | X | |
See the logged user’s group evaluations | X | X |
See all the group evaluations | X | |
Assign penalisation to students | X | |
Create calendar events to a subject | X | |
See calendar events of a subject | X | |
Manage Live Class | X | |
Interact with Live Class | X | X |
Ask questions on the integrated chat | X |
Method | Group | Goal |
---|---|---|
Surveys/Kahoots | BYOD Flipped Classes | Assess CUnit performance Ask students their opinion Promote games and interactive discussions during the class |
Card System | Gamification | Alert the students about their performance |
Quiz | Flipped Classes | Assess assimilation of week concepts |
Bonus | Gamification | Motivate students to participate in classes |
Project | Skills | Assess technical and Soft-Skills |
FAQ | Flipped Classes | Help the students with the most common questions |
Handwritten test | Knowledge Skills | Assess the expertise of doing the basis without help and syntax validation |
Drive | Flipped Classes | Help the learning process with white papers, tutorials and examples |
Rescue system | Gamification | The possibility of rescue a grade when the student thinks that he deserves more |
Game | Gamification BYOD, Skills | Play in the group, be fast, assess team knowledge and win points |
Challenges with random group | Gamification BYOD, Skills | Promote the discussion and team learning |
Final exam | Flipped Classes Gamification | The existence of the final exam is the responsibility of the students |
Sync Mini-Tests | Knowledge Gamification | Testing the student knowledge using an online and synchronised environment. |
Practical Assessment | Knowledge Skills | Give a last chance to the student to show their practical skills |
ID | Question | 1 | 2 | 3 | 4 |
---|---|---|---|---|---|
Q1.1 | Typology of theoretical classes | Traditional | Interactive | - | - |
Q1.2 | Participation | I am obligated | I do not attend | I want to learn | - |
Q1.3 | Web programming | Boring | The future | Middle ground | - |
Q1.4 | If the classes were interactive… | I would still not go | I would see | In that case, I would go | I go regardless the class |
Q1.5 | I am here because… | I am obligated | I want to learn WP | I need it to finish my degree | I’m in “tourist mode” |
Q1.6 | WP importance for your future | None | Little | Some | Big |
Q2.1 | Global appreciation of the CUnit | Ver positive | Positive | Negative | No opinion yet |
Q2.2 | Global appreciation of T classes | Interesting | Boring | Tiring | Normal |
Q2.3 | Global appreciation of TP classes | Interesting | Boring | Can be different | Normal |
Q2.4 | Global appreciation of P classes | I like the classes in group | I prefer working alone | No opinion | Weak |
Q2.5 | What have you learned yet? | Nothing yet | Learned much | The same | - |
Q2.6 | At this moment you are… | Motivated | Unmotivated | I feel the same | - |
Q3.1 | Clarity in the presentation of contents | 1 | 2 | 3 | 4 |
Q3.2 | Capacity of motivating students | 1 | 2 | 3 | 4 |
Q3.3 | Strategies/methodologies adequacy | 1 | 2 | 3 | 4 |
Q3.4 | Work environment created | 1 | 2 | 3 | 4 |
Q3.5 | Contents importance/relevance | 1 | 2 | 3 | 4 |
Q3.6 | Global T class appreciation | 1 | 2 | 3 | 4 |
Q3.7 | Global CUnit-TP appreciation | 1 | 2 | 3 | 4 |
Q3.8 | Global CUnit-LP appreciation | 1 | 2 | 3 | 4 |
Q3.9 | T and TP Professor appreciation | A | B | C | D |
Q3.10 | LP Professor appreciation | A | B | C | D |
Q3.11 | Professor’s performance appreciation—(class and name) | 1 | 2 | 3 | 4 |
Q3.12 | Professor’s performance appreciation—(class and name) | 1 | 2 | 3 | 4 |
Q3.13 | Should ioEduc be a bet? | No | Maybe | Yes | Definitely |
Q3.14 | Do you approve the use of BYOD concept of the CUnit? | Yes | No | - | - |
Q3.15 | Motivation to work in the area | None | Little | Some | Big |
Q3.16 | Global UC appreciation | 1 | 2 | 3 | 4 |
Type of Class | Description | Goal |
---|---|---|
T | Theoretical classes in groups of three students (random). Flipped classes. Discussion and analysis of the week topics. Exercising and practising examples. | Practice the concepts learned at home before class. Encourage group discussion and difficulty analysis; Share knowledge and experiences with different teammates. |
TP | Students are grouped by team and area/role. The tasks of the project are defined. | Team working, test Soft-Skills, Promote the discussion, team learning and cross-learning |
LP | Develop, in group, the tasks defined by the team. Monitoring of the project; Individual evaluation of the work (IEW). Support and monitoring the development of group projects, including feedback on their status; | Control Point—Monitoring and Evaluation of Project Status Motivate team work. Identify the students who are and are not working according to the rules. |
Non-Presential | Reading, studying and analysing of slides and CUnit book. Systematisation of the concepts, principles and methods presented. Preparation for the next lectures. Development of a group project. Participate in the quizzes of topics. | Explore the capability of self-learning and studying something new. Assess the students’ knowledge. |
Method | Group | Goal |
---|---|---|
Surveys/Kahoots | BYODFlipped Classes | Assess CUnit performance Ask students about their opinion Promote games and interactive discussions during the class |
Card System | Gamification | Alert the students about their performance |
Quiz | Flipped Classes | Assess assimilation of week concepts |
Bonus | Gamification | Motivate students to participate in classes. |
Project | Skills | Assess technical and Soft-Skills |
FAQ | Flipped Classes | Help the students with the most common questions |
Handwritten test | KnowledgeSkills | Assess the expertise of doing the basis without help and syntax validation |
Drive | Flipped Classes | Help the learning process with white papers, tutorials and examples |
Rescue system | Gamification | The possibility of rescue a grade when the student think that he deserves more. |
Game | GamificationBYOD, Skills | Play in the group, be fast, assess team knowledge and win points |
Challenges with random groups | Flipped ClassesBYOD, Skills | Promote the discussion and team learning |
Final exam | Flipped ClassesGamification | The existence of the final exam is the responsibility of the students. |
Question ID | 1 | 2 | 3 | 4 |
---|---|---|---|---|
Q1.1 | 5.08% | 94.92% | 0.00% | - |
Q1.2 | 13.11% | 3.28% | 83.61% | - |
Q1.3 | 3.17% | 65.08% | 31.75% | - |
Q1.4 | 1.58% | 38.10% | 22.22% | 38.10% |
Q1.5 | 1.61% | 37.10% | 40.32% | 20.97% |
Q1.6 | 0.00% | 1.64% | 45.90% | 52.46% |
Question ID | 1 | 2 | 3 | 4 |
---|---|---|---|---|
Q2.1 | 55.23% | 25.37% | 1.49% | 17.91% |
Q2.2 | 51.39% | 2.78% | 9.72% | 36.11% |
Q2.3 | 43.24% | 5.41% | 14.86% | 36.49% |
Q2.5 | 1.45% | 89.85% | 8.70% | 0.00% |
Q2.6 | 56.16% | 15.07% | 28.77% | 0.00% |
Q3.2 | 1.23% | 9.88% | 43.21% | 45.68% |
Q3.3 | 2.53% | 15.19% | 50.63% | 31.65% |
Q3.4 | 0.00% | 7.32% | 53.66% | 39.02% |
Q3.5 | 1.28% | 3.85% | 30.77% | 64.10% |
Q3.6 | 1.25% | 13.75% | 55.00% | 30.00% |
Q3.13 | 0.00% | 39.72% | 30.14% | 30.14% |
Q3.14 | 95.65% | 4.35% | - | - |
1 | 2 | 3 | 4 | 5 | |
---|---|---|---|---|---|
Was the test easy? | 3.45% | 55.17% | 34.48% | 3.45% | 3.45% |
Do you approve this test model? | 20.69% | 37.93% | 31.03% | 6.90% | 3.45% |
Task | Type of Platform |
---|---|
Launch marks/results | Learning Platform |
Regist attendence | Learning Platform |
Create and choose schedules/classes | Learning Platform |
Create teams and groups | Learning Platform |
Evaluate teams and groups | Learning Platform |
Create and perform mini-tests | Game-based Learning Platform |
Teach the class | Online Conferencing Platform |
Share complementary material | Learning Platform |
Create conversation rooms | Online Conferencing/Communication Platform |
Clarify student’s doubts | Online Conferencing/Communication Platform |
Schedule meetings | Scheduling Platform |
Interact with students during class | Online Conferencing/Communication Platform |
Make quizzes | Game-based Learning Platform |
Send messages to the groups | Communication Platform |
Prepare interactive classes (e.g., intelligent boards) | Learning Platform |
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Portela, F. TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms. Information 2020, 11, 483. https://doi.org/10.3390/info11100483
Portela F. TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms. Information. 2020; 11(10):483. https://doi.org/10.3390/info11100483
Chicago/Turabian StylePortela, Filipe. 2020. "TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms" Information 11, no. 10: 483. https://doi.org/10.3390/info11100483
APA StylePortela, F. (2020). TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms. Information, 11(10), 483. https://doi.org/10.3390/info11100483