Cited by 124Educational Games and GamificationInnovative Teaching MethodsOnline Learning and Analytics

Can Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study

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Morillas Barrio, Cesar, Munoz-Organero, Mario, Sanchez Soriano, Joaquin·2016·IEEE Transactions on Emerging Topics in Computing

Abstract

Student response systems (SRSs) are becoming popular among instructors in nearly all levels of learning. The benefits of using SRSs in terms of attendance, attention, participation, or motivation have been shown in many studies. Moreover, several studies demonstrate that the use of some kind of gaming techniques in education are useful to stimulate students to learn in wider, longer, and deeper ways. This paper analyzes whether the integration of both SRSs and gaming techniques leads to better results in motivation, attention, engagement, and learning performance than SRSs alone. For this purpose, a new tool has been developed for conducting an experimental study with students from different subjects and from different academic levels. A randomized post-test-only control group analysis was conducted to evaluate the impact of the gamified SRS. In addition, a multivariate three-way factorial design has been performed considering three relevant factors: 1) learning tool (non-gamified SRS or gamified SRS); 2) study type; and 3) gender. The main finding is that students who took lecture sessions with a gamified SRS had more positive perceptions with respect to motivation, attention, and learning performance than students who took lecture sessions with a non-gamified SRS.

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Crossref · 10.1109/tetc.2015.2497459

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  • Previous work on students' feedback on the use of Kahoot! has been driven largely from more quantitative measures, with limited reliability and validity.

    “While previous work has examined students' feedback on the use of Kahoot! (Barrio et al. 2016;Wang 2015), such evidence has been driven largely from more quantitative measures, with limited reliability and validity.”

    From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Barrio et al. 2016

  • Educational games and game-based student response systems (GSRS) both increase student motivation and engagement, especially in circumstances where conventional lecture style or 'chalk and talk' teaching are resented by students and induce boredom.

    “Educational games and game-based student response systems (GSRS; gamification techniques integrated into student response systems) both increase student motivation and engagement (e.g.Barrio et al. 2016;Wang and Lieberoth 2016), especially in circumstances where conventional lecture style or "chalk and talk" teaching are resented by students and induce boredom (Cheong et al. 2013;Graham 2015;Roe”

    From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Barrio et al. 2016

  • GSRSs enhance students' attention, motivation, engagement and enjoyment beyond traditional methods.

    “GSRSs enhance students' attention, motivation, engagement and enjoyment beyond traditional methods (Barrio et al. 2016;Wang and Lieberoth 2016).”

    From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Barrio et al. 2016

  • Kahoot!, like other GSRSs, fosters motivation and engagement and improves classroom dynamics as the system provides students with real-time feedback of their performance, and to some extent adapt teaching activities based on students' responses to quizzes.

    “Kahoot!, like other GSRSs, fosters motivation and engagement (Barrio et al. 2016;Wang and Lieberoth 2016) and improves classroom dynamics as the system provides students with real-time feedback of their performance, and to some extent adapt teaching activities based on students' responses to quizzes (Plump and LaRosa 2017).”

    From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Barrio et al. 2016

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Authors
Morillas Barrio, C., Munoz-Organero, M., & Sanchez Soriano, J.
Venue
IEEE Transactions on Emerging Topics in Computing
Published
2016-07
Volume
4
Issue
3
Pages
429-438
ISSN
  • 2168-6750 (ISSN-L)
  • 2376-4562
OpenAlex
W2342713917
Cited by
124
References
2
Citations by year
2026: 5 · 2025: 8 · 2024: 7 · 2023: 17 · 2022: 18 · 2021: 25 · 2020: 24 · 2019: 10 · 2018: 6 · 2017: 4
FWCI
8.42
Type
journal article
Language
en
Open access
Locations
  • IEEE Transactions on Emerging Topics in Computing (publishedVersion, cc-by)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (submittedVersion, other-oa)
  • e-Archivo (Carlos III University of Madrid) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Innovative Teaching Methods
  • Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
Keywords
clickers, gamification, student motivation, student attention, student engagement, learning performance, gender differences, educational technology

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