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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…
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Bandwagon Effect
Quantum Zeno Effect
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Serial-Position Effect
Environmental Psychology
Streisand Effect
Psychology Of Music
Community Psychology
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The Butterfly Effect
Mass Effect
Gell-Mann Amnesia Effect
Doppler Effect
School Psychology Challenges And Benefits
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Weinstein Effect
The Lazarus Effect (2015 Film)
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Hall Effect
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Network Effect (Novel)