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Effects of Introducing a Game-Based Student Response System into a Flipped, Person-Centered Classroom on Object-Oriented Design

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Advances in Web-Based Learning – ICWL 2018 (ICWL 2018)

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Abstract

Gamification and flipped classrooms are popular concepts in the educational sector, especially in engineering education. We introduced the gamified student response system Kahoot! to a flipped undergraduate computer science course on object-oriented design. The 25 students took part in interactive quizzes during class. Data was collected from nine quizzes consisting of 227 questions, six surveys, as well as a final course feedback.

The students experienced a higher learning effect, were more motivated, would like to have more face-to-face lessons with a quiz, and were overall satisfied with the quizzes. A significant correlation between quiz performance and grades on the exam, which tested higher-level competencies, was proven. The grades for the exercises and the exam showed a direct relationship in a homogenous linear regression. The overall course feedback and grades were improved. Evidence therefore suggests that gamified student response systems may improve student engagement, motivation, and learning effect in flipped classrooms.

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Notes

  1. 1.

    The rating scales, feedback questions, and students’ quotes have been translated from German.

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Acknowledgements

We would like to thank our students for their willingness to share their feedback on the quiz experiment.

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Correspondence to Dominik Dolezal .

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Dolezal, D., Posekany, A., Motschnig, R., Pucher, R. (2018). Effects of Introducing a Game-Based Student Response System into a Flipped, Person-Centered Classroom on Object-Oriented Design. In: Hancke, G., Spaniol, M., Osathanunkul, K., Unankard, S., Klamma, R. (eds) Advances in Web-Based Learning – ICWL 2018. ICWL 2018. Lecture Notes in Computer Science(), vol 11007. Springer, Cham. https://doi.org/10.1007/978-3-319-96565-9_13

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  • DOI: https://doi.org/10.1007/978-3-319-96565-9_13

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