Investigating QoE in a Cloud-Based Classroom Response System: A Real-Life Longitudinal and Cross-Sectional Study of Kahoot!
Abstract
The goal of this thesis work is to investigate the user-perceived QoE of Kahoot!, a cloud gaming learning platform, designed to be used in classrooms. The general objective of this thesis is to investigate to what extent a specific QoS parameter (delay), affects the QoE perceived by users of such a cloud based application. More specifically the following research questions have been set: To which degree does delay impact QoE and how does the presence of others influence the experience of fairness?