scholarly journals The Effect Of Gamified Student Response System On Students’ Perception and Achievement

2020 ◽  
Vol 10 (2) ◽  
pp. 45
Author(s):  
Dentina Rahmahani ◽  
Suyoto Suyoto ◽  
Pranowo Pranowo

Rapid advances in technology affect many areas of our lives, one of which is education. In the local Indonesian context, teachers and schools sometimes still see technology as a threat to the teaching and learning process. Many schools forbid their students to bring their devices to school. Some modern schools are trying to embrace technology by allowing students to carry and use their tools at school and provide free WiFi at school. However, it does not mean that teachers are ready to adapt and use technology in their classrooms. To get the benefits of information technology advances in teaching and learning process at schools; we need to find a technology that is easy for the teacher to use and fun for the students to learn it. Kahoot is a form of technology in the Student Response System (SRS) with a gamification approach that can increase student involvement in the class-room. This study aims to look at the students' perceptions of Kahoot and see the effect on non-cognitive aspects, namely Likeness and Interesting, and cognitive aspects, namely Achievement. As many as 153 students were involved in this study consisting of 127 students in the experimental class and 26 students in the control class. We implemented Kahoot in chemistry lessons for three months in the experimental class then surveyed to see their perceptions. We also compare the academic score of chemistry lesson from both classes before and after the implementation. The results show that Kahoot has a positive effect on student perceptions and non-cognitive aspects, but the application of Kahoot has no direct impact on the cognitive elements observed, namely Achievement.

2021 ◽  
pp. 095042222110550
Author(s):  
Naveed Yasin ◽  
Sayed Abdul Majid Gilani ◽  
Gayatri Nair

This paper explores the effects of gamification (a game-based student response system) on student learning in the United Arab Emirates (UAE). The data, collected through a series of semi-structured in-depth interviews with 32 learners, were analyzed using qualitative thematic analysis (i.e., template analysis). Based on an in-depth analysis of the data using NVIVO 10, the authors propose and apply the “PERI” model to develop multi-focal insights into gamification and its influences on student learning. The model proposed is original and comprehensive, encompassing (1) Preferabilities (P), (2) Experiences (E), (3) Recommendations (R), and (4) Impressions (I). Although most of the findings were positive with regard to application and receptivity across all dimensions of the PERI model for the gamification tool—a game-based student response system (GSRS) used for delivering education—they also reveal areas in need of development for the successful embedding of gamifying technology–enhanced learning provisions and their efficacy in teaching and learning pedagogy. The conclusions of this study outline implications for educators, students, education leaders, and gamification product developers.


Author(s):  
Gabrielle Hansen-Nygård ◽  
Kjetil L. Nielsen ◽  
Trond M. Thorseth ◽  
John B. Stav

This article presents methodological experiences and evaluation results obtained during introduction and testing of a new online student response system (SRS) for modern mobile devices at Sør-Trøndelag University College, in Norway. The aim of the test period was methodological development, based on student evaluation. Using in-depth interviews with students, awareness of how SRS was comprehended by the students in their learning process increased. Several methodological choices and practical challenges were faced when introducing SRS. The procedures and methodological choices were based on published experience and the authors’ assumptions. However, what was believed to be important pedagogical, were among the students perceived as positive but not in the way expected. The students have a clear perspective on their own learning process and gave insight into how SRS fit into their own learning process. Students’ perceptions regarding methodology, in combination with their own experience of learning, appear as a necessary ingredient for an appropriate implementation and use of SRS in teaching.


2015 ◽  
Vol 7 (5) ◽  
pp. 590-598 ◽  
Author(s):  
Suzanne M. Galal ◽  
John K. Mayberry ◽  
Emily Chan ◽  
Jace Hargis ◽  
Jenna Halilovic

2021 ◽  
Vol 20 (3) ◽  
pp. 495-506
Author(s):  
Branka Radulović

Modern approaches in Physics classes which involve the game-based student response system (GSRS) have been in use for a while, but their educational efficiency and students’ involvement have not been examined. Therefore, this research’s main aim was to determine the educational efficiency and students’ involvement of GSRS and to assess their effect on scientific reasoning. The values of educational efficiency and students’ involvement were calculated based on students’ achievement and perceived mental effort. To determine these values, a pedagogical experiment with parallel groups was applied. The research was conducted on a sample of 172 secondary school students, and included material related to direct currents. The results point to positive and higher values of the educational efficiency and students’ involvement for GSRS approach than the conventional approach. It means that GSRS approach causes lower mental effort, letting more space generate in the working memory to perceive and process new information. The results also show a positive effect of GSRS on higher students’ engagement during the class and scientific reasoning. The obtained results undoubtedly indicate the positive effect of GSRS on the students’ performance. Therefore, GSRS approach should be used often in the classroom. Keywords: educational efficiency, students’ involvement, GSRS, scientific reasoning, teaching physics


2015 ◽  
Vol 4 (1) ◽  
Author(s):  
Jawane Malau

<p>This research was conducted for the purpose of getting a clear and complete <br />picture conserning the quality of teaching and learning process through eveloping and implementing jigsaw type cooparative learning model for subject of Thermodynamics. The quality of teaching and learning process can be viewed by positive response of university students towards thermodynamics subject using the implemented jigsaw type cooparative learning model. The subject of this research were students of high school class X, semester II in the academic year of 2011/2012, which were listed as learning tools needed for thermodynamics of jigsaw type cooparative learning model. The learning tool which were being developed consist of teaching materials, learning plan, and student worksheet. The research prosedure consisted of developing the tools of teaching and learning process, and the followed by realization of learning in class using the jigsaw type cooparative learning approach. The research instruments were to be observation sheet and student response questionaire towards the learning process. The reseach data were analyzed using percentage statistic. Based on the refection result towards the action which was planned beforehand and also the researh result discussion, it was found that the learning process of hermodynamics which was done by implementing the jigsaw type cooparative learning model can increase student activity in his study. Implementing the jigsaw type cooperative learning can increase the learning result of students. Most of the students who partisipated in the thermodynamics class agree and give a positive apreciation towards the implementation of cooperative learning model. They believe that with the learning group can help them overcoming the learning deterrent. </p><p> </p>


2020 ◽  
Vol 1 (1) ◽  
pp. 89-100
Author(s):  
Agung Prihatmojo

The media is a communication tool for teacher interaction with students which is a series of teaching and learning activities in schools. In the learning process the teacher has obstacles in conveying knowledge to students. The teacher needs media to be able to help attract the attention of students so that learning objectives are achieved. Picture card learning media can help teachers effectively achieve learning objectives in the teaching and learning process. This study applies a picture card learning media to students in class V SD Negeri 4 Tanjung Aman. The aim is to find out the improvement in student learning outcomes after the teacher applies the pictorial card learning media to fifth grade students of SD Negeri 4 Tanjung Aman. In this study using a design that is the Initial Test - The Final Group Single Test (The One Group Pretest - posttest). The learning outcomes in this study were obtained by the fifth grade students before and after the implementation of the pictorial card media, to find out the improvement in the learning outcomes of the fifth grade students of SD Negeri 4 Tanjung Aman. shows that the mean or posttest average is higher than the pretest. Mean posttest 62.22 and mean pretest 46.25, so there is an increase in learning outcomes after the application of the pictorial card media to fifth grade students of SD Negeri 4 Tanjung Aman.


2020 ◽  
Vol 4 (2) ◽  
pp. 231-239
Author(s):  
Animar Animar ◽  

The spread of the Corona virus has had a significant impact on the world of education. The policy taken by many countries, including Indonesia, is to close all educational activities. This makes the government and related institutions have to present an alternative learning process. Many factors affect student learning outcomes coupled with changes in learning conditions due to the Corona virus (Covid-19) outbreak. The purpose of this study was to obtain information about the impacts and constraints of the Covid-19 outbreak on teaching and learning activities, especially in Geography subjects at SMA Negeri 1 Sikur. Data collection was carried out using the pretest - posttest method of students' abilities before and after the Covid-19 pandemic. Furthermore, data analysis was carried out by quantitative methods using paired sample t-test to test the difference in the effect of the two treatments on the interrelated sample groups. The results of the analysis indicate that there is a difference in the average Geography learning outcomes of 11th grade of social science students before and after the outbreak of the corona virus. Information was obtained that the average value of student learning outcomes during the face-to-face learning process was 86.27, better than the average value when the learning process was carried out online which was 75.73. Keywords: covid-19 impact, learning outcomes, geography


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