2018 IEEE Global Engineering Education Conference (EDUCON) 2018
DOI: 10.1109/educon.2018.8363455
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Analysis of student feedback when using gamification tools in math subjects

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Cited by 22 publications
(21 citation statements)
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“…Many gamification services can be used in learning, Juan José Bullón et all uses two well-known gamification services namely Socrative and Kahoot. [29]. Socrative is a student response system that allows teachers to create quizzes or interactive games that involve students directly or in real-time, while Kahoot is a multiple choice quiz game or discussion and survey that can be used by anyone and is not limited to the level of age and subject matter.…”
Section: Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…Many gamification services can be used in learning, Juan José Bullón et all uses two well-known gamification services namely Socrative and Kahoot. [29]. Socrative is a student response system that allows teachers to create quizzes or interactive games that involve students directly or in real-time, while Kahoot is a multiple choice quiz game or discussion and survey that can be used by anyone and is not limited to the level of age and subject matter.…”
Section: Gamificationmentioning
confidence: 99%
“…Additionally, utilizing this gamification can permit space for understudies to think. However, not exclusively in the discussion advanced along these lines, yet cooperation is additionally encouraged [29]…”
Section: Fig 2 Kahoot and Socrative Application 33 Relevant Research On Using Flipped Classroom And Gamificationmentioning
confidence: 99%
“…The gamified strategies that can be introduced when using clickers represent one of their most engaging features. Several experts consider the use of these devices in the classroom as gamified activities [29,40,41] or even define them as gamification tools [42,43], as their methodological use may turn a lecture into a game.…”
Section: Gamificationmentioning
confidence: 99%
“…Gamified experiences using clickers in Higher Education are abundant, many of them relate to the use of the tool during lectures [56], either at specific times of the year when given contents need to be reinforced [42] or for longer periods during which clickers are used at every lecture [48]. Clickers can be used to support different kinds of games in the classroom given their quiz-format, and they may thus become a platform for playing (board)games, such as content revision games, or they can assist more specific activities, as an "ask the audience" lifeline or even polling or voting for different options, for instance to choose the best answer.…”
Section: Gamificationmentioning
confidence: 99%
“…Game-based learning is one of the advancements in technology (Wang& Tahir, 2020). One effort to introduce modern technology in the classroom is through gamification, aiming to increase students' satisfaction in mathematics (Bullón et al, 2018). According to Burguillo's research, digital game-based learning can effectively increase students' attention, interest, creativity, and community relations (Burguillo, 2010).…”
Section: Introductionmentioning
confidence: 99%