Undergraduate game-based student response systems (SRSs): A systematic review

N Squire - Technology, Knowledge and Learning, 2023 - Springer
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in
higher education to gamify the learning experience. Research studies using DGBL as a …

Investigation of the effects of an online instant response system on students in a middle school of a rural area

CC Lee, Y Hao, KS Lee, SC Sim, CC Huang - Computers in Human …, 2019 - Elsevier
This study investigated the effects of implementing an online instant response system
“Kahoot!” in an Earth Science class in a rural area of Taiwan. The study adopted the mixed …

The use of Socrative in university social science teaching

S Pryke - Learning and Teaching, 2020 - berghahnjournals.com
Socrative is an online platform that allows a teacher to put questions to students through an
app on their smart phone or tablet. In existence since 2011, its use is now quite common in …

Socrative in higher education: Game vs. other uses

F Faya Cerqueiro, A Martín-Macho Harrison - Multimodal Technologies …, 2019 - mdpi.com
The integration of clickers in Higher Education settings has proved to be particularly useful
for enhancing motivation, engagement and performance; for developing cooperative or …

Undergraduate students' perceptions about the use of Kahoot as part of the Flipped Classroom methodology

G Pinna, J Mena, S Funes - … of the Seventh International Conference on …, 2019 - dl.acm.org
The article approached the use of the Kahoot tool in the higher education with the objective
of evaluating the opinion, perception, positioning, preferences and satisfaction of the …

The effect of using student response system on achievement and achievement emotions in an English course

Y Can, S Bardakci, EE Sarikaya - Technology, Knowledge and Learning, 2023 - Springer
This study investigates the effect of student response system (SRS) on students'
achievement and achievement emotions in an English course. The participants were 9 th …

ADDIE tasarım modeline göre 7. sınıf matematik dersi geometri ve ölçme öğrenme alanında öğrenme ortamı tasarlanması

S Taş - 2022 - search.proquest.com
Bu araştırmanın amacı, 7. sınıf öğrencilerinin matematik dersi geometri ve ölçme öğrenme
alanı konularına yönelik ADDIE tasarım modeline göre öğrenme ortamı tasarlamaktır …

Comparative Study of Game-Based Epedagogies in an Online Undergraduate Course.

N Squire - Journal of Educators Online, 2023 - ERIC
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the
learning experience in any course and learning environment. To make learning more active …

Thinking and educational technology in EFL classrooms: Effects on students' reading comprehension and engagement

Y Hou - The International Journal of Literacies, 2019 - search.proquest.com
Mobile devices have been used broadly as a means of enhancing learning in various fields.
In English-learning classes, literacy reading can be complex and difficult for English learners …

Dinleyici yanıt sistemi destekli etkinliklerin okul öncesi eğitimde kullanımının incelenmesine yönelik bir araştırma

H Çelik - 2022 - acikerisim.aku.edu.tr
Bu çalışmanın amacı okul öncesi öğretmenlerinin dinleyici yanıt sistemi kullanım
deneyimlerini incelemektir. Bu araştırmada dinleyici yanıt sisteminin öğrencilere katkısının …