Socrative in Higher Education: Game vs. Other Uses

IF 2.4 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Fátima Faya Cerqueiro, Anastasia Harrison
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引用次数: 11

Abstract

The integration of clickers in Higher Education settings has proved to be particularly useful for enhancing motivation, engagement and performance; for developing cooperative or collaborative tasks; for checking understanding during the lesson; or even for assessment purposes. This paper explores and exemplifies three uses of Socrative, a mobile application specifically designed as a clicker for the classroom. Socrative was used during three sessions with the same group of first-year University students at a Faculty of Education. One of these sessions—a review lesson—was gamified, whereas the other two—a collaborative reading activity seminar, and a lecture—were not. Ad-hoc questionnaires were distributed after each of them. Results suggest that students welcome the use of clickers and that combining them with gamification strategies may increase students’ perceived satisfaction. The experiences described in this paper show how Socrative is an effective means of providing formative feedback and may actually save time during lessons.
高等教育中的句式:游戏vs.其他用途
事实证明,在高等教育设置中整合点击器对于提高动机、参与度和表现特别有用;发展合作或协作任务;用于在课堂上检查理解;甚至用于评估目的。本文探讨并举例说明了Socrative的三种用法,Socrative是一款专门设计用于课堂点击的移动应用程序。Socrative在同一组教育学院的一年级大学生中使用了三次。其中一个环节——复习课——被游戏化了,而另外两个环节——合作阅读活动研讨会和讲座——没有被游戏化。每次活动结束后都分发了特别问卷。结果表明,学生欢迎点击器的使用,将其与游戏化策略相结合可能会增加学生的感知满意度。本文中描述的经验表明,Socrative是一种提供形成性反馈的有效方法,实际上可以节省课堂上的时间。
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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来源期刊
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction Computer Science-Computer Science Applications
CiteScore
4.90
自引率
8.00%
发文量
94
审稿时长
4 weeks
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