Literaturnachweis - Detailanzeige
Autor/inn/en | Andzik, Natalie R.; Gist, Corinne M.; Smith, Elle E.; Xu, Menglin; Neef, Nancy A. |
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Titel | The Effects of Gaming on University Student Quiz Performance |
Quelle | In: Journal of Effective Teaching in Higher Education, 2 (2019) 1, S.109-119 (11 Seiten)
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2578-7608 |
Schlagwörter | Learner Engagement; Evaluation Methods; Video Games; Undergraduate Students; Tests; Student Evaluation; Scores; Computer Assisted Testing; Student Attitudes; Technology Uses in Education |
Abstract | The use of competitive games to increase classroom engagement has become common practice among many teachers and university professors. However, it is unclear if using games, as an assessment tool, is a viable way to increase student performance. This study examined the effects of administering point-earning quizzes through a game-based system, Kahoot!, visible to all in the classroom versus privately on an electronic device. The quiz scores of 56 undergraduate students, enrolled in one of two special education courses, were evaluated. A linear regression was used to compare student scores across the two conditions as well as performance over the course of a 15-week semester. No significant difference in quiz scores was found between the two conditions, and quiz scores in both conditions improved similarly over time. Sixty-eight percent of the students reported preferring to take the quiz privately on an electric device as opposed to on Kahoot! Limitations and recommendations for practitioners are discussed. (As Provided). |
Anmerkungen | Journal of Effective Teaching in Higher Education. Centers for Teaching Excellence and Faculty Leadership, University of North Carolina Wilmington, 601 South College Road, Wilmington, NC 28403. e-mail: jethe@uncw.edu; Web site: https://jethe.org/index.php/jethe |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |