DIGITAL LIBRARY
SELECTION OF STUDENT RESPONSE SYSTEM FOR GAMIFICATION AT THE HIGHER EDUCATION LEVEL
University of Szczecin (POLAND)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 10449-10455
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.2559
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
Student response systems (SRS) [1], also known as classroom response systems [2], lecture response systems [3], interactive response systems [4] or simply quiz tools [5], provide an effective means for applying gamification to education [6]. Such tools have been used to support teachers of as diverse subjects as foreign languages [7], chemistry [8], accounting [9] and computer programming [2].

While there is a good deal of publications confirming the positive effect of SRS-based gamification on students’ engagement and motivation at the higher education level [1, 5, 10], and even some attempts to compare the available tools in terms of their effectiveness [11] or students’ attitude [12], there has been no research so far on supporting the lecturer or instructor in the choice of the most adequate tool considering multiple requirements of their specific course. In this paper, we propose a simple method dedicated for this purpose based on the weighted regularized Hasse method [13] and validate it on our own course in Business IT.

References:
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Keywords:
Educational tool selection, game-based student response systems, interactive response systems.