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Sabukunze, Igor Didier; Suyoto – International Journal of Learning and Change, 2023
This research intends to improve the French grammar level for Indonesian students. We carried out a quantitative method to implement gamification reinforcement in an informal cooperative learning (ICL) group. The instrument used was a questionnaire. This study uses gamification and ICL for communication tools to improve the French language's…
Descriptors: French, Grammar, Informal Education, Cooperative Learning
Bienvenido-Huertas, David; Rubio-Bellido, Carlos; León-Muñoz, Miguel Ángel – Journal of Technology and Science Education, 2023
Gamification is increasingly used for better content assimilation. However, it is hardly used in theoretical and technical courses related to building and architecture. This study focuses on assessing the use of gamification with Kahoot! to arouse students' interest and to ease content assimilation. Experimentation was undertaken during the…
Descriptors: Instructional Effectiveness, Audience Response Systems, College Students, Engineering Education
Anne-Marie Sénécal; Walcir Cardoso – Language Learning & Technology, 2024
A growing body of literature on the pedagogical effectiveness of clickers in a second language (L2) context has revealed that clickers can promote learning. However, the extent to which clickers play a role in L2 acquisition compared to other pedagogical approaches lacks consensus; in addition, most research has focused on adult learners and has…
Descriptors: English (Second Language), Vocabulary Development, Second Language Instruction, Grade 8
Lebedeva, Marina; Taranova, Marina; Beketov, Vladimir – Education and Information Technologies, 2023
The paper analyzes the teaching experiment regarding the use of mobile apps in the assessment of student learning. The study involved survey and self-description methods offered to students and instructors to assess the effectiveness of using mobile apps in learning. The study was conducted among 320 s-year students of the I.M. Sechenov First…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Student Evaluation
Price, Trevor John – Journal of Research in Innovative Teaching & Learning, 2022
Purpose: This research investigates the use of real-time online polling to enhance university teaching and learning. Design/methodology/approach: Using a case study and employing action research, this work shows how polling can improve professional practice, learner engagement and teaching performance. Findings: Incorporating the right type of…
Descriptors: Audience Response Systems, College Students, Attention Control, College Instruction
Bauer, Thomas; Biehler, Rolf; Lankeit, Elisa – International Journal of Research in Undergraduate Mathematics Education, 2023
Peer Instruction, first introduced by Eric Mazur in the late '90s, is a method aiming at active student participation in lectures. It includes conceptual questions (so-called ConcepTests) presented to the students, who vote on answer alternatives presented to them and then discuss their answers in small groups. As professors have been reported to…
Descriptors: Undergraduate Students, Peer Teaching, Discussion, Tests
Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
Nieto García, Marta; Sit, Jason – Marketing Education Review, 2023
GSRSs are known to positively influence students' learning behaviors and in-class participation. Kahoot! is one of the GSRSs widely adopted in the higher education (HE) sector and also widely studied in the HE marketing literature. Whilst varied theories have been applied to study the pedagogical value of Kahoot!, the user experience (UX) theory…
Descriptors: Game Based Learning, Audience Response Systems, Usability, Student Attitudes
Olpak, Yusuf Ziya; Yilmaz, Ramazan – Journal of Learning and Teaching in Digital Age, 2022
This research aims to reveal the trend in peer instruction that many researchers around the world have been working on for over 20 years. In this context, 58 papers published in journals indexed in SSCI were examined in terms of different variables (e.g., research methods, courses, and response technologies). The bibliometric results showed that…
Descriptors: Trend Analysis, Peer Teaching, Bibliometrics, Literature Reviews
Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2023
The flipped classroom approach has become one of the renowned instructional approaches in recent years. However, without proper educational tools to support students when they participate in classroom learning, their learning performances may not be as good as expected. In this study, a collective problem-solving promotion mechanism is proposed to…
Descriptors: Cooperative Learning, Problem Solving, Flipped Classroom, Academic Achievement
Gustafsson, Patrik; Ryve, Andreas – International Journal of Mathematical Education in Science and Technology, 2022
This article reports on results from a design research project that implements a formative assessment practice with support from a classroom response system (CRS). Cumulatively building on earlier research and drawing on iteratively generated data from secondary schools in Sweden, the article elaborates on design principles and task types for…
Descriptors: Formative Evaluation, Audience Response Systems, Mathematics Education, Secondary School Students
Hsu, Ting-Chia – Interactive Learning Environments, 2022
In this study, we used the application software installed on students' smart phones as instantly interactive tools during class time in a flipped learning context. One popular daily-life instant interaction application, "Line", provided the students with text or multimedia feedback in time sequence; one non-daily instant interaction…
Descriptors: Social Media, Feedback (Response), Flipped Classroom, Behavioral Science Research
Anne-Marie Sénécal; Walcir Cardoso; Vanessa Mezzaluna – Computer Assisted Language Learning, 2024
Clickers are hand-held devices that wirelessly transmit student input to a computer: students answer multiple-choice questions using their clickers and the answer distribution is displayed on a screen. Previous studies suggest that the pedagogical use of these devices may contribute to learning and that they are positively perceived by students in…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Audience Response Systems
Bordes, Stephen J.; Manyevitch, Roni; Huntley, John D.; Li, Yun; Murray, Ian V. J. – Advances in Physiology Education, 2021
Students find cardiovascular physiology challenging. Misunderstandings can be due to the nature of the subject, the way it is taught, and prior knowledge, which impede learning of new concepts. Some misunderstood concepts can be corrected with teaching (i.e., preconceptions), whereas others are resistant to instruction (i.e., misconceptions). A…
Descriptors: Medical Students, Misconceptions, Physiology, Audience Response Systems
Litualy, Samuel Jusuf; Serpara, Henderika; Wenno, Eldaa Crystle – Journal of Education and Learning (EduLearn), 2022
This study aimed to determine the effect of the Kahoot! educational game learning media on German language students' learning outcomes in the "Sprechfertigkeit" 2 course. The sample of this study consisted of 37 students. The test instruments were given during the pretest and posttest. The data were processed and analyzed by the SPSS…
Descriptors: Game Based Learning, Educational Technology, Outcomes of Education, German