deco3500-2019 / Apple_Pen

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Academic Studies #2

Closed scottgullaksen closed 4 years ago

scottgullaksen commented 5 years ago

Further investigation of problem domain through reading current academic literature

Check out #1 for what we are trying to accomplish with our research.

scottgullaksen commented 4 years ago

[1]K. Siau, H. Sheng, and F. F.-H. Nah, “Use of a Classroom Response System to Enhance Classroom Interactivity,” IEEE Transactions on Education, vol. 49, no. 3, pp. 398–403, Aug. 2006. ‌ Findings: Advantages identified in the Classroom Response System (CRS) where

Disadventages identified:

Considerations stressed:

scottgullaksen commented 4 years ago

[2]Y. Chaiyo and R. Nokham, “The Effect of Kahoot, Quizizz and Google forms on the Student’s Perception in the Classrooms Response System,” IEEE, Apr. 2017. ‌ Findings:

What students liked about Kahoot:

scottgullaksen commented 4 years ago

[3]M. Correia and R. Santos, “Game-based learning The use of Kahoot in teacher education,” IEEE, Jan. 2018. ‌

Kahoot advantages:

Kahoot challenges:

the teacher

time management, content management and lack of experience in reacting to students’ feedback

student

adaptation to a new teaching, method, difficulties in assimilating different points of view in the discussions, displeasure in use as a form of summative evaluation, dislike in use as a way of monitoring attendance and difficulty in accepting negative feedback.

Considerations

Some students would like to explore the Discussion feature in Kahoot.

scottgullaksen commented 4 years ago

[4]H. Abidin and F. Zaman, “Students’ Perceptions on Game-based Classroom Response System in a Computer Programming Course,” IEEE, 2017. ‌

Findings

"79% of the students prefer to compete among the teams while the rest of the students prefer to play individually. None of them choose not to play. Competition among the teams could enhance their teamwork skill and competitive among the students. Students who are not doing well in the course could also improve their understanding while discussing with other team members."[4]

scottgullaksen commented 4 years ago

[5]V. Izquierdo-Álvarez, E. Lahuerta-Otero, and R. Cordero-Gutiérrez, “Kahoot, win the learning race,” Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality - TEEM’18, 2018. ‌

Findings

  1. Kahoot motivates me to attend more to class to get the highest number of points.
  2. Being in competition with other students increases my motivation.
  3. The Kahoot scoring system increases my ambition to become one of the first of the class.
  4. The rewards associated with the game motivate me.
  5. The tool allows me to see my degree of achievement and improve the aspects in which I am weakest.
  6. Gamification methods such as Kahoot are fun.
  7. Being recognized among the first in the class makes me feel important.
  8. Each question I answer correctly improves my self confidence.

All of the above statements corresponded with students experiences with the game (above 60% match rate)