Learning and teaching experiment was designed to incorporate SRS-Student Response System to measure and assess student engagement in higher education for level 5 engineering students. The SRS system was based on getting an immediate... more
Learning and teaching experiment was designed to incorporate SRS-Student Response System to measure and assess student engagement in higher education for level 5 engineering students. The SRS system was based on getting an immediate student feedback to short quizzes lasting 10 to 15 minutes using Socrative software. The structure of the questions was a blend of true/false, multiple choice and short answer questions. The experiment was conducted through semester 2 of yearlong engineering module. The outcome of the experiment was analyzed quantitatively based on student performance and qualitatively through student questionnaire. The results indicate that using student paced assessments method using Socrative enhanced student’s performance. The results showed that 53% of the students improved their performance while 23% neither improved nor underperformed. Qualitative data showed students felt improvement in their learning experience. Overall results indicate positive impact using this technology in teaching and learning for engineering modules in higher education
Many factors influence the development of the educational system, and today it is a global COVID-19 pandemic. Stakeholders in the educational process need to adjust to a new distant reality without compromising the quality. The formative... more
Many factors influence the development of the educational system, and today it is a global COVID-19 pandemic. Stakeholders in the educational process need to adjust to a new distant reality without compromising the quality. The formative assessment proved to be a suitable approach to overcome existing challenges, and one of the most popular tools to facilitate it is Socrative. The study aims to 1) investigate student attitudes and the correlation between academic achievements in ESP and majors and 2) present our experience in utilizing Socrative for formative assessment in a distant mode in the settings of the National Technical University of Ukraine "Igor Sikorsky Kyiv Polytechnic Institute." To achieve the goals of our study, we have developed and validated a questionnaire, collected quantitative data, analyzed and interpreted the qualitative data; the study sample included 137 students. The obtained results have shown the general positive student attitude towards the usage of Socrative within the course of ESP due to its efficacy, personalization, and responsiveness. The results can be a perspective for further investigation despite some limitations.
O presente estudo aborda os jogos Kahoot e Socrative, aplicativos que podem ser utilizadoa para avaliar a aprendizagem em tempo real. Por meio de uma revisão de literatura, este artigo, de natureza descritiva, apresenta as possibilidades... more
O presente estudo aborda os jogos Kahoot e Socrative, aplicativos que podem ser utilizadoa para avaliar a aprendizagem em tempo real. Por meio de uma revisão de literatura, este artigo, de natureza descritiva, apresenta as possibilidades pedagógicas do uso dos apps Kahoot e Socrative em sala de aula. Para tanto, tece aspectos conceituais sobre a inserção estratégica de jogos na educação e evidência no Kahoot e no Socrative suas principais funcionalidades, assim como suas contribuições e desafios. Constata que a integração estratégica desses recursos no contexto pedagógico desperta a curiosidade e o engajamento dos alunos, aumentando o interesse pelos estudos e tornando o processo de avaliação da aprendizagem mais motivacional, interativo e, principalmente, significativo. Verifica também que, os jogos na educação favorecem o desenvolvimento de um cérebro mais ativo, ágil e múltiplo, capaz de executar inúmeras ações.
Socrative é uma aplicação online de acesso gratuito que permite avaliar através do jogo o nível de compreensão dos alunos sobre um determinado assunto ou conteúdo lecionado. Esta aplicação permite a criação de um espaço virtual... more
Socrative é uma aplicação online de acesso gratuito que permite avaliar através do jogo o nível de compreensão dos alunos sobre um determinado assunto ou conteúdo lecionado. Esta aplicação permite a criação de um espaço virtual complementar às aulas, promovendo a efetiva interação entre os alunos e o professor, dado toda a dinâmica comunicacional ocorrer numa sala de aula virtual.
Este artigo aborda a utilização dos jogos Kahoot e Socrative para avaliar a aprendizagem em tempo real. Trata-se de um estudo de natureza exploratória e descritiva que, através da pesquisa bibliográfica, pretende explicitar as... more
Este artigo aborda a utilização dos jogos Kahoot e Socrative para avaliar a aprendizagem em tempo real. Trata-se de um estudo de natureza exploratória e descritiva que, através da pesquisa bibliográfica, pretende explicitar as possibilidades pedagógicas do uso dos jogos Kahoot e Socrative em sala de aula. Metodologicamente, aborda os aspectos conceituais acerca da inserção estratégica de jogos na educação. Explora o Kahoot e Socrative, evidenciando suas principais funcionalidades, além de destacar seus recursos, contribuições e desafios para integração no contexto pedagógico. Verifica que o uso dos jogos desperta a curiosidade e o engajamento dos alunos, aumentando o interesse pelos estudos e tornando o processo de avaliação da aprendizagem mais motivacional, interativo e, principalmente, significativo, favorecendo o desenvolvimento de um cérebro mais ativo, ágil e múltiplo, capaz de executar inúmeras ações.
El presente trabajo de investigación aplicada tiene como objetivo principal evaluar la eficacia de una sesión de clase de tipo taller de reforzamiento, con la finalidad de mejorar el rendimiento académico de los alumnos en el curso de... more
El presente trabajo de investigación aplicada tiene como objetivo principal evaluar la eficacia de una sesión de clase de tipo taller de reforzamiento, con la finalidad de mejorar el rendimiento académico de los alumnos en el curso de Química del ciclo de preparación para el ingreso a un instituto de educación superior.
Se aplica este taller a cuatro aulas del ciclo PREPARATEC del curso de Química en un periodo de un año (2017), en dos semanas previas a la práctica calificada para evaluar la eficacia. Las notas de la primera práctica servirán para comparar con las otras dos prácticas calificadas mediante una prueba de comparación estadística para evaluar si hay diferencias significativas en las notas. El desarrollo del taller grupal comprende tres etapas: test virtual con el uso de Socrative con el celular, desarrollo de problemas y sustentación de su respuesta en pizarra.
Los resultados estadísticos señalan que, de siete pruebas comparativas en las cuatros secciones, cuatro tienen diferencia significativa, es decir, hay un aumento en las notas cuando se aplica el taller propuesto respecto a la práctica de aquel que no tuvo dicho taller.
Finalmente, se observa que en promedio del aula hay un incremento en las notas, lo que permite inferir que los talleres mejoran el rendimiento académico de los estudiantes.
E-learning applications have been rapidly adopted by instructors in- and outside of the classroom. As a result, some researchers have started to assess their usefulness applying uses and gratification (U&G) theory. This study expands the... more
E-learning applications have been rapidly adopted by instructors in- and outside of the classroom. As a result, some researchers have started to assess their usefulness applying uses and gratification (U&G) theory. This study expands the existing research trend exploring students’ motivation to use a mobile polling application in the classroom. Qualitative data were collected in a marketing research course, and U&G based categories and themes were identified. An inductive analysis rendered four main categories: (a) knowledge acquisition and learning, (b) expression of self and others, (c) interaction, engagement, and enjoyment, and (d) convenience. Seven motivational themes emerged for knowledge acquisition and learning category, whereas for expression of self and others, four motivations were identified. The other two categories, interaction, engagement, and enjoyment, and convenience, resulted in 3 motivational themes per category. A discussion on how the study findings compare to previous research conclude this paper.
As one of the most popular Online Student Response Systems (OSRSs), Socrative is defined as a web-based platform that can be accessed using any browser that is connected to the Internet (Mork, 2014). In an attempt to guide EFL teachers on... more
As one of the most popular Online Student Response Systems (OSRSs), Socrative is defined as a web-based platform that can be accessed using any browser that is connected to the Internet (Mork, 2014). In an attempt to guide EFL teachers on their journey towards transforming their traditional paper-based formative assessment into using electronic tools, this study seeks to present the expectations and attitudes of Saudi female learners towards the use of mobile-based formative assessment. The study aims to investigate the attitudes of EFL learners towards the use of mobile-based tests in English classes using Socrative as a model for assessment. For this purpose, 35 female students completed all three stages of the experiment; initial survey, Socrative quiz, post-experiment survey. The participants are enrolled in one of the courses of English for Specific Purposes (ESP) offered by the Preparatory Year Program at a Saudi state university. The findings of the study indicate that almost half of the participants preferred paper-based over mobile-based tests in the pre-experiment survey; after the experiment, however, the students changed their preferences in favor of mobile-based tests. The study also highlighted different advantages, reported by the participants, of using Socrative as a tool for formative assessment in EFL classrooms. The study recommends that teachers implement the use of (OSRSs) in their classrooms as they have many pedagogical benefits for language learners.
The integration of clickers in Higher Education settings has proved to be particularly useful for enhancing motivation, engagement and performance; for developing cooperative or collaborative tasks; for checking understanding during the... more
The integration of clickers in Higher Education settings has proved to be particularly useful for enhancing motivation, engagement and performance; for developing cooperative or collaborative tasks; for checking understanding during the lesson; or even for assessment purposes. This paper explores and exemplifies three uses of Socrative, a mobile application specifically designed as a clicker for the classroom. Socrative was used during three sessions with the same group of first-year University students at a Faculty of Education. One of these sessions-a review lesson-was gamified, whereas the other two-a collaborative reading activity seminar, and a lecture-were not. Ad-hoc questionnaires were distributed after each of them. Results suggest that students welcome the use of clickers and that combining them with gamification strategies may increase students' perceived satisfaction. The experiences described in this paper show how Socrative is an effective means of providing formative feedback and may actually save time during lessons.
The integration of clickers in Higher Education settings has proved to be particularly useful for enhancing motivation, engagement and performance; for developing cooperative or collaborative tasks; for checking understanding during the... more
The integration of clickers in Higher Education settings has proved to be particularly useful for enhancing motivation, engagement and performance; for developing cooperative or collaborative tasks; for checking understanding during the lesson; or even for assessment purposes. This paper explores and exemplifies three uses of Socrative, a mobile application specifically designed as a clicker for the classroom. Socrative was used during three sessions with the same group of first-year University students at a Faculty of Education. One of these sessions—a review lesson—was gamified, whereas the other two—a collaborative reading activity seminar, and a lecture—were not. Ad-hoc questionnaires were distributed after each of them. Results suggest that students welcome the use of clickers and that combining them with gamification strategies may increase students’ perceived satisfaction. The experiences described in this paper show how Socrative is an effective means of providing formative ...
The online Student Response System (SRS) is a technological tool that can be effectively implemented in English language classroom contexts and be used to promote students' active learning. In this qualitative study, Socrative, web 2.0... more
The online Student Response System (SRS) is a technological tool that can be effectively implemented in English language classroom contexts and be used to promote students' active learning. In this qualitative study, Socrative, web 2.0 innovation, was integrated with active learning activities and used as SRS to explore English second language learners' (ESL) perceptions of the use of the tool and if both techniques (clickers and active learning activities) contributed in increasing the students' level of engagement, promoting their critical thinking and encouraging their collaboration. Current research describes the benefits of active learning approaches.
Este artigo aborda a utilização dos jogos Kahoot e Socrative para avaliar a aprendizagem em tempo real. Trata-se de um estudo de natureza exploratória e descritiva que, através da pesquisa bibliográfica, pretende explicitar as... more
Este artigo aborda a utilização dos jogos Kahoot e Socrative para avaliar a aprendizagem em tempo real. Trata-se de um estudo de natureza exploratória e descritiva que, através da pesquisa bibliográfica, pretende explicitar as possibilidades pedagógicas do uso dos jogos Kahoot e Socrative em sala de aula. Metodologicamente, aborda os aspectos conceituais acerca da inserção estratégica de jogos na educação. Explora o Kahoot e Socrative, evidenciando suas principais funcionalidades, além de destacar seus recursos, contribuições e desafios para integração no contexto pedagógico. Verifica que o uso dos jogos desperta a curiosidade e o engajamento dos alunos, aumentando o interesse pelos estudos e tornando o processo de avaliação da aprendizagem mais motivacional, interativo e, principalmente, significativo, favorecendo o desenvolvimento de um cérebro mais ativo, ágil e múltiplo, capaz de executar inúmeras ações.
These activities develop skills of peer criticism and self-reflection. Peer feedback not only teaches students ways of improving their own presentation skills but also how to communicate critical comments in a polite manner. Inclusion of... more
These activities develop skills of peer criticism and self-reflection. Peer feedback not only teaches students ways of improving their own presentation skills but also how to communicate critical comments in a polite manner. Inclusion of peer feedback gives each presenter the understanding that they are presenting both in front of the teacher to earn a grade and for the audience that is carefully listening. In turn, self-reflection helps students develop an important self-regulatory skill that allows them to constructively criticize their own work; develop strategies on how to address a challenge; and identify their strengths, weaknesses, and improvement. It is important to impart both skills (peer criticism and self-reflection) because these analytical abilities are useful for further university education, work, and life, and they can help students direct themselves toward a better future.
Apresentação feita na Semana Académica de Formação Pedagógica da Universidade do Porto (2016), na Faculdade de Arquitetura da UPorto, sobre a avaliação de alunos através de inquéritos de audiência como são o caso específico do Poll... more
Apresentação feita na Semana Académica de Formação Pedagógica da Universidade do Porto (2016), na Faculdade de Arquitetura da UPorto, sobre a avaliação de alunos através de inquéritos de audiência como são o caso específico do Poll Everywhere, Socrative, Kahoot e Plickers.