Mentimeter App in Computer Science Courses: Integration Model and Students’ Reception

Ferddie Quiroz Canlas, Sarachandran Nair, Amala Nirmal Doss
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引用次数: 5

Abstract

This paper attempts to introduce an integration model of game-oriented applications like Mentimeter in the Computer Science lecture classes. The model involved various components and processes that aim to address various issues experienced by students in their theoretical classes as enumerated by previous studies. Involving two groups of students, the study revealed highly positive responses on the following areas: (1) ease of use of the application; (2) level of participation in the class; (3) ability to express oneself without being afraid of embarrassment; (4) motivation; (5) recalling past topics; (6) preparation for the next sessions; (7) retention of salient points of the discussion; (8) class engagement and coping up with boredom; (9) obtaining immediate feedback on learning; and (10) recommendation to the integration of Mentimeter with other courses.
计算机科学课程中的Mentimeter App:整合模式与学生接受度
本文试图在计算机科学课堂中引入一个面向游戏的应用程序的集成模型,如Mentimeter。该模型涉及各种组成部分和过程,旨在解决学生在以前的研究中列举的理论课上遇到的各种问题。该研究涉及两组学生,在以下方面显示了高度积极的反应:(1)应用程序的易用性;(2)课堂参与程度;(3)有表达自己的能力,不怕尴尬;(4)动机;(5)回顾过去的话题;(六)下届会议的准备工作;(七)保留讨论的要点;(8)课堂投入和应对无聊;(9)获得学习的即时反馈;(10)推荐与其他课程整合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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