One of the main objectives in education is to increase the motivation of the students to achieve meaningful learning. The use of technologies in classrooms which students are familiarized with such as the smartphone or the tablet, is a way to achieve this goal. On the other hand, it has been proven that the inclusion of scenarios supported by games and competition enhance the active participation of students. Therefore, in this work we present the results of a study based on of the application Kahoot with students of secondary education, in the subjects of mathematics, biology & geology and physics & chemistry, during the academic year 2017/2018. This tool allows students to answer to on-line questionnaires created by the teacher, through mobile devices, and check their results in a few seconds as well as those of their classmates. The results obtained on the assessment of the tool by students, in terms of the benefits in the learning process, have been very positive and help us to examine the potential of the use of on-line questionnaires in the classrooms.
The current society in constant change where we are immersed requires to investigate methodologies and resources that suppose an improvement in the students' learning process and an increase of their motivation. Within the different types of methodologies, there is one denominated Project-based learning (PBL), which offers a multitude of variants that are perfectly adapted to the current and future educational system. The project-based learning needs to be interesting and engaging to connect with students and improve their academic performance and motivational level. It is for this reason that the use of a new educational resource in the classrooms is proposed meanwhile this methodology is applied. This didactic resource is the 3D printer due to its wide variety of opportunities to work with it in the classroom and its promising future in different professional fields. The present work intends on the one hand to investigate the theoretical bases that position the 3D impression together with the project based learning as a methodology that enhances the motivation of the student and his significant learning and on the other hand to develop a methodological proposal that includes necessary aspects to be able to carry out a project of these characteristics in the classroom.