Alf Inge Wang
The wear out effect of a game-based student response system
Norwegian University of Science and Technology
bring device byod wave advancement technical infrastructures learning technology opens new ways teaching classroom teachers laptops connected video projector access wireless network students smartphones tablets laptops utilized enhance interaction teacher students well boost students motivation engagement learning introduction new learning technology classroom normally results immediate enthusiasm excitement teacher students however immediate positive effects might fade new learning technology become familiar teacher students paper shows results investigating wear effect using gamebased student response system kahoot classroom teaching specifically compares results students using kahoot first time single motivational lecture vs using kahoot every lecture class five months quasiexperiment focused students perception changed relation userfriendliness engagement motivation classroom dynamics concentration perceived learning results show slight reduction students motivation engagement statistically significant wear effect found related classroom dynamics large gamebased student response system managed boost students engagement motivation learning using repeatedly five months core factor keep students attention heavy repeated usage found competitive nature kahoot