The most requested feature of the pre-survey, an
option to answer quizzes outside of the lecture, was
the only aspect that was overall evaluated negatively.
Nevertheless we do not want to discard this idea but
plan on improving this feature by adding a function-
ality for students to submit their own quizzes that can
be accessed and answered by other students. This will
furthermore increase empowerment, ownership and
social influence. This modified feature is planned to
be given a trial in our Computer Engineering course
in the summer term 2019. We will then elaborate
how students perceive this functionality in order to
rate the benefit of such a feature for a classroom re-
sponse system in general. We assume that also the
meta cognition will be improved as the option to cre-
ate own quizzes (for others) might activate the stu-
dents to think outside the box of the course. Further-
more, adding exam-like quizzes by the lecturer or the
teaching assistants (or the students themselves) could
also have a positive effect on self-efficacy.
As students would recommend the gamified
SMILE to other students and other lecturers we can
say that the integration of gamification in SMILE was
useful and well perceived and thus will be used in fu-
ture lectures. Our results thus suggest gamification
to be useful for other classroom response systems as
well.
ACKNOWLEDGEMENTS
Special thanks go to Sven Reimer for providing an
enormous knowledge of game elements and to Ralf
Wimmer for beta-testing the new SMILE-version in
his lecture.
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