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[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:
[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:
[3]M. Correia and R. Santos, “Game-based learning The use of Kahoot in teacher education,” IEEE, Jan. 2018.
time management, content management and lack of experience in reacting to students’ feedback
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.
Some students would like to explore the Discussion feature in Kahoot.
[4]H. Abidin and F. Zaman, “Students’ Perceptions on Game-based Classroom Response System in a Computer Programming Course,” IEEE, 2017.
"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]
[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.
All of the above statements corresponded with students experiences with the game (above 60% match rate)
Further investigation of problem domain through reading current academic literature
Check out #1 for what we are trying to accomplish with our research.