Vis enkel innførsel

dc.contributor.authorWang, Alf Inge
dc.date.accessioned2018-04-27T07:38:21Z
dc.date.available2018-04-27T07:38:21Z
dc.date.created2015-05-04T13:48:46Z
dc.date.issued2015
dc.identifier.citationComputers & Education. 2015, 82 217-227.nb_NO
dc.identifier.issn0360-1315
dc.identifier.urihttp://hdl.handle.net/11250/2496267
dc.description.abstractThe Bring Your Own Device (BYOD) wave and advancement in technical infrastructures and in learning technology opens for new ways of teaching in the classroom. The teachers’ laptops connected to a video projector, access to wireless network and the students’ smartphones, tablets or laptops can be utilized to enhance the interaction between the teacher and students, as well as boost the students’ motivation, engagement and learning. The introduction of new learning technology in the classroom normally results in immediate enthusiasm and excitement both from the teacher and the students. However, the immediate positive effects might fade when the new learning technology has become familiar to the teacher and the students. This paper shows the results from investigating the wear off effect of using the game-based student response system Kahoot! in classroom teaching. More specifically, it compares the results from students using Kahoot! for the first time in a single motivational lecture vs. using Kahoot! in every lecture in a class for five months. The quasi-experiment focused on how the students’ perception changed in relation to user-friendliness, engagement, motivation, classroom dynamics, concentration, and perceived learning. The results show a slight reduction in the students’ motivation and engagement, but the only statistically significant wear out effect found was related to classroom dynamics. At large, the game-based student response system managed to boost students’ engagement, motivation and learning after using it repeatedly for five months. The core factor to keep the students attention after heavy repeated usage was found to be the competitive nature of Kahoot!.nb_NO
dc.language.isoengnb_NO
dc.publisherElseviernb_NO
dc.relation.urihttp://www.idi.ntnu.no/~alfw/publications/Wearout_effect_of_game_based_student_response_system.pdf
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titleThe wear out effect of a game-based student response systemnb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionacceptedVersionnb_NO
dc.source.pagenumber217-227nb_NO
dc.source.volume82nb_NO
dc.source.journalComputers & Educationnb_NO
dc.identifier.doi10.1016/j.compedu.2014.11.004
dc.identifier.cristin1240347
dc.description.localcode© 2014. This is the authors’ accepted and refereed manuscript to the article. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode2


Tilhørende fil(er)

Thumbnail

Denne innførselen finnes i følgende samling(er)

Vis enkel innførsel

Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
Med mindre annet er angitt, så er denne innførselen lisensiert som Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal