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학술저널

Games, Clickers and Study Habits: Increasing Students’ Motivation to Study and Participate

Students of the Net Generation have grown up being entertained and educated through fast-paced media that can make traditional lectures seem dull. One way of using technology to make classes more engaging is the use of electronic response devices or “clickers.” This study examines students perceptions of games and clickers based on their self-reported study habits. It is determined that even some students who never study their notes before class would study for a game, while the majority of students, regardless of study habits, would be more likely to participate if clickers were used.

INTRODUCTION

LEARNING GAMES

CLICKERS

METHODS

RESULTS AND ANALYSIS

CONCLUSION

REFERENCES

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