Francisco José Francés García, Lluís Català Oltra, Agustín García Ramos, Rodolfo Martínez Gras
This research is articulated on the results of a survey carried out in 2022 to 106 students belonging to tour university degrees of the University of Alicante linked to social sciences, where learning is unequivocally procedural and dialectical. Two research objectives are essentially assumed. In the first place, the analysis of the preferences and evaluations of the students about learning through digital interactive apps in the specific field of social sciences. Secondly, and related to the above, the analysis of the critical evaluation made by students on the relevance of using these apps, not only in the learning process, but also in the construction of collaborative social knowledge based on a deliberative interaction. The results support the hypothesis that social science students prefer those aspects of the apps that allow cooperation and debate. This leads the research to propose a comparative analysis of five of the most used applications in the educational field (Kahoot!, Mentimeter, Quizizz, Padlet and Socrative). Of these, both Mentimeter and Padlet present operational design possibilities suitable for the knowledge construction strategy studied. In addition, the use of Mentimeter has been statistically significant to explain the high evaluations of the students about the learning components that catalyze an interactive construction of social knowledge.
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