Fun and Engagement in Lecture Halls through Social Gamification

The traditional lecture is a teaching format which offers students few opportunities for engagement turning them into passive listeners of the lecturers’ presentations what negatively impacts on their learning. With audience response systems, that is technology supporting classroom quizzes, breaks w...

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Main Authors: Sebastian Mader, François Bry
Format: Article
Language:English
Published: International Association of Online Engineering (IAOE) 2019-04-01
Series:International Journal of Engineering Pedagogy (iJEP)
Subjects:
Online Access:https://online-journals.org/index.php/i-jep/article/view/10163
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spelling doaj-c4d427bd4dc14d4881cbc395cecc397b2021-09-02T04:08:35ZengInternational Association of Online Engineering (IAOE)International Journal of Engineering Pedagogy (iJEP)2192-48802019-04-019211713610.3991/ijep.v9i2.101634354Fun and Engagement in Lecture Halls through Social GamificationSebastian Mader0François Bry1Teaching and Research Unit Programming and Modelling Languages Institute for Informatics Ludwig Maximilian University of Munich Oettingenstraße 67 D-80538 MunichTeaching and Research Unit Programming and Modelling Languages Institute for Informatics Ludwig Maximilian University of Munich Oettingenstraße 67 D-80538 MunichThe traditional lecture is a teaching format which offers students few opportunities for engagement turning them into passive listeners of the lecturers’ presentations what negatively impacts on their learning. With audience response systems, that is technology supporting classroom quizzes, breaks which reactivate the students can be introduced into the lecturers’ presentations. This article reports on an audience response system coupled with a social gamification of quizzes based on teams: Each student is assigned to a team and the students’ answers to quizzes contribute to their team’s success. An immediate overview of team participation updated in real-time during the quiz and updated team standings after the quiz displayed for everyone to see motivate students to participate in the quizzes. The contribution of this article is threefold: First, a team-based social gamification of quizzes aimed at boosting participation in quizzes and attendance at lectures, second, original technological tools supporting the proposed team-based social gamification, and third, a first evaluation demonstrating its effectiveness in a small course and a second evaluation suggesting that for use in large classes teams have to be built in a specific way. This article is an extended version of an article presented at ICL 2018 which provides a deeper representation of related work, a more extensive description of the team component, an additional evaluation, and implications for the use of the team-based social gamification in large classes.https://online-journals.org/index.php/i-jep/article/view/10163GamificationAudience Response SystemsOnline Learning Environments
collection DOAJ
language English
format Article
sources DOAJ
author Sebastian Mader
François Bry
spellingShingle Sebastian Mader
François Bry
Fun and Engagement in Lecture Halls through Social Gamification
International Journal of Engineering Pedagogy (iJEP)
Gamification
Audience Response Systems
Online Learning Environments
author_facet Sebastian Mader
François Bry
author_sort Sebastian Mader
title Fun and Engagement in Lecture Halls through Social Gamification
title_short Fun and Engagement in Lecture Halls through Social Gamification
title_full Fun and Engagement in Lecture Halls through Social Gamification
title_fullStr Fun and Engagement in Lecture Halls through Social Gamification
title_full_unstemmed Fun and Engagement in Lecture Halls through Social Gamification
title_sort fun and engagement in lecture halls through social gamification
publisher International Association of Online Engineering (IAOE)
series International Journal of Engineering Pedagogy (iJEP)
issn 2192-4880
publishDate 2019-04-01
description The traditional lecture is a teaching format which offers students few opportunities for engagement turning them into passive listeners of the lecturers’ presentations what negatively impacts on their learning. With audience response systems, that is technology supporting classroom quizzes, breaks which reactivate the students can be introduced into the lecturers’ presentations. This article reports on an audience response system coupled with a social gamification of quizzes based on teams: Each student is assigned to a team and the students’ answers to quizzes contribute to their team’s success. An immediate overview of team participation updated in real-time during the quiz and updated team standings after the quiz displayed for everyone to see motivate students to participate in the quizzes. The contribution of this article is threefold: First, a team-based social gamification of quizzes aimed at boosting participation in quizzes and attendance at lectures, second, original technological tools supporting the proposed team-based social gamification, and third, a first evaluation demonstrating its effectiveness in a small course and a second evaluation suggesting that for use in large classes teams have to be built in a specific way. This article is an extended version of an article presented at ICL 2018 which provides a deeper representation of related work, a more extensive description of the team component, an additional evaluation, and implications for the use of the team-based social gamification in large classes.
topic Gamification
Audience Response Systems
Online Learning Environments
url https://online-journals.org/index.php/i-jep/article/view/10163
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