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Anggoro, Kiki Juli; Pratiwi, Damar Isti – Research in Learning Technology, 2023
"Pear Deck" is one interactive response system that has gained popularity in recent years. This study addressed the gap in the literature and considered students' experience of the platform in a Thai university context. This was a mixed-method study in which 320 students completed a survey including closed and open-ended components.…
Descriptors: Student Attitudes, English (Second Language), Second Language Learning, Second Language Instruction
Yeh, Ying-Jung Yvonne; Chen, Min-Hung – Technology, Knowledge and Learning, 2022
This study first examined the factors that enhance learning effectiveness and student satisfaction when an interactive response system (IRS) is introduced to a financial planning course. Second, we examined the influence of the initial experience of using an IRS on subsequent learning results. A total of 217 financial practitioners participated in…
Descriptors: Instructional Effectiveness, Student Satisfaction, Money Management, Course Content
Perera, Víctor H.; Hervás-Gómez, Carlos – European Journal of Educational Research, 2021
The progressive integration of mobile technology in the classroom is generating new scenarios to innovate teaching methods. The aim of this study was to analyse the perceptions of university students toward the use of Socrative and its implications in gamified learning situations. This is a descriptive-survey investigation, complemented with…
Descriptors: Student Satisfaction, Student Motivation, Undergraduate Students, Preservice Teachers
Díez-Pascual, Ana María; Díaz, María Pilar García – Education Sciences, 2020
The use of information and communication technologies (ICTs) has become a fundamental tool in all areas of today's society, including higher education. Lessons cannot be envisaged without the use of tools such as computers, tablets or mobile devices. Many lecturers use audience response systems (ARS) to keep their classes engaged. ARS software…
Descriptors: Audience Response Systems, Computer Software, Educational Technology, Game Based Learning