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Youssef, Mena – Journal of Chemical Education, 2022
Formative assessment is a crucial element of teaching and learning which allows students to identify challenging course concepts and enables educators to assess the effectiveness of their teaching strategies. Web-based student response systems have gained popularity for their ability to provide instant feedback to students and instructors while…
Descriptors: Educational Technology, Undergraduate Students, Chemistry, Tests
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Beard, Seanice; Nyutu, Eva N. – International Journal of Technology in Education and Science, 2022
The use of clickers in the lecture classroom has increased in recent years. Clickers have been widely used to improve teaching effectiveness in various lecture classroom settings. Most introductory biology courses are taught using direct instruction. One of the ways that students may be engaged in the lecture classrooms is by using a clicker.…
Descriptors: Gender Differences, Audience Response Systems, Handheld Devices, Student Attitudes
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Muir, Sam; Tirlea, Loredana; Elphinstone, Brad; Huynh, Minh – Journal of Statistics Education, 2020
The use of online student response systems (OSRSs) is increasing within tertiary education providers, however, research investigating their potential to enhance student engagement is limited. The aim of the current study was to examine the impact of an OSRS using an experimental crossover design. Quantitative data measuring student engagement was…
Descriptors: Learner Engagement, Audience Response Systems, Internet, Undergraduate Students
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Chernov, Victor; Klas, Sivan; Shaharabani, Yael Furman – Journal of Technology and Science Education, 2021
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the…
Descriptors: Educational Technology, Educational Games, Engineering Education, Learner Engagement
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Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
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Pearson, Russell J. – Journal of Chemical Education, 2020
This study compared the performance of two audience response systems (ARSs) without students requiring smartphone technology or Internet access during problem-based learning (PBL) activities. Clicker handsets linked to a radio frequency (RF) receiver and paper voting cards, known as Plickers, which display a QR code (two-dimensional barcode) that…
Descriptors: Science Instruction, Teaching Methods, Handheld Devices, Audience Response Systems
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Moorleghen, Dylan M.; Oli, Naresh; Crowe, Alison J.; Liepkalns, Justine S.; Self, Casey J.; Doherty, Jennifer H. – Biochemistry and Molecular Biology Education, 2019
Cell phones have long been known as a potential distraction from attention intensive activities such as studying and driving. Many, however, are developing the cell phone as a powerful tool to augment some of these same activities. Audience response systems (ARSs) are a type of teaching tool that allows educators to poll audience members in real…
Descriptors: Handheld Devices, Telecommunications, Audience Response Systems, Student Behavior
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Buil, Isabel; Catalán, Sara; Martínez, Eva – British Journal of Educational Technology, 2019
Flow is a state of total absorption and concentration in an activity that is desirable for students, as it enhances the learning experience. Due to the importance of flow for learning, this research investigates the influence of three flow preconditions--namely balance of skill and challenge, feedback and goal clarity--on students' flow,…
Descriptors: Handheld Devices, Audience Response Systems, Educational Technology, Teaching Methods
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Deng, Liya – Journal of Electronic Resources Librarianship, 2019
Millennial learning is heavily dependent on the use of mobile technologies for information gathering, processing, and sharing. This project examines how student response systems, such as Poll Everywhere, impact the effectiveness of information literacy instruction in a mid-size academic library. Data collected from Millennial student participants…
Descriptors: Audience Response Systems, Young Adults, Age Groups, Users (Information)
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Ricke, Audrey – Interactive Learning Environments, 2022
Fostering student-student and student-faculty interactions involves not only pedagogical design but also classroom technology. Image-sharing projection software, which allows multiple students to simultaneously share images from their electronic devices to the classroom's screens, offers a new form of communication in medium to large-size social…
Descriptors: Teacher Student Relationship, Peer Relationship, Interaction, Computer Software
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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
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Ranieri, Maria; Raffaghelli, Juliana E.; Bruni, Isabella – Active Learning in Higher Education, 2021
Instructor-student interaction and regular feedback are seen as teaching strategies designed to support effective learning. These days, there is increasing reliance on technology to support this in the classroom; one such technology is a student response system or its more recent development of this, that is, a game-based one. This study…
Descriptors: Audience Response Systems, Game Based Learning, Educational Technology, Formative Evaluation
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Ashtari, Sadaf; Taylor, Joseph – International Journal of Education and Development using Information and Communication Technology, 2021
The integration of game-based techniques, Internet, and mobile phone technology in teaching has been adapted recently in classes as a Game-based Classroom Response System (GCRS). Game-based technological tools can make the learning environment more appealing for students, increase their learning perception and level of engagement. This…
Descriptors: Game Based Learning, Audience Response Systems, Educational Technology, Handheld Devices
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Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology
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Weiss, David J.; McGuire, Patrick; Clouse, Wendi; Sandoval, Raphael – Journal of College Science Teaching, 2020
Studies on the effectiveness of clickers in undergraduate chemistry courses are mixed, and there is disagreement on how to effectively leverage clickers to improve student learning performance. To fill a gap in the research, we analyzed three different teaching strategies (two involving clickers) in a General Chemistry I course over a 13-year time…
Descriptors: Teaching Methods, Chemistry, Science Instruction, Audience Response Systems
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