The Effect of Digitizing and Gamifying Quizzing in Classrooms

@inproceedings{Wang2016TheEO,
  title={The Effect of Digitizing and Gamifying Quizzing in Classrooms},
  author={Alf Inge Wang and Meng Zhu and Rune S{\ae}tre},
  year={2016}
}
The use of game-based learning in the classroom has become more common in recent years. Many game-based learning tools and platforms are based on a quiz concept where the students can score points if they can choose the correct answer among multiple answers. The article describes an experiment where the game-based student response system Kahoot! was compared to a traditional non-gamified student response system, as well as the usage of paper forms for formative assessment. The goal of the… CONTINUE READING

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