BIBSYS Brage (BIBSYS (Norway))
The Effect of Digitizing and Gamifying Quizzing in Classrooms
January 2016 • Alf Inge Wang, Meng Zhu, Saetre Rune
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 experiment was to investi…