Authors:
Leonie Feldbusch
;
Felix Winterer
;
Johannes Gramsch
;
Linus Feiten
and
Bernd Becker
Affiliation:
Chair of Computer Architecture, University of Freiburg, Georges-Köhler-Allee 51, Freiburg and Germany
Keyword(s):
Gamification, Game-based Learning, Classroom Response System, Higher Education, Computer Science, Computer Engineering, SMILE.
Related
Ontology
Subjects/Areas/Topics:
Classroom Management
;
Computer-Supported Education
;
Information Technologies Supporting Learning
Abstract:
The classroom response system SMILE (SMartphones In LEctures) is regularly used in academic lectures. Among other features, it enables lecturers to start quizzes that can be answered anonymously by students on their smartphones. This aims at both activating the students and giving them feedback about their understanding of the current content of the lecture. But even though many students use SMILE in the beginning of a course, the number of active participants tends to decrease as the term progresses. This paper reports the results of a study looking at incorporating gamification into SMILE to increase the students’ motivation and involvement. Game elements such as scores, badges and a leaderboard have been integrated paired with a post-processing feature enabling students to repeat SMILE quizzes outside of the lectures. The evaluations show that the gamification approach increased the participation in SMILE quizzes significantly.