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Experiences of using an interactive audience response system in lectures
1 references·12 citing·34 second hop
Experiences of using an interactive audience response system in lectures (2003)Experiences of using an interactive audie…Student ratings: The validity of use. (1997)Student ratings: The validity…Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies (2021)Effects of Gamification on th…Making Learning Fun: Gaming in Radiology Education (2019)Making Learning Fun: Gaming i…Exploring Benefits of Audience-Response Systems on Learning: A Review of the Literature (2012)Exploring Benefits of Audienc…The impact of clickers in nursing education: A review of literature (2011)The impact of clickers in nur…Evidence for teaching practice: The impact of clickers in a large classroom environment (2009)Evidence for teaching practic…Effect of using an audience response system on learning environment, motivation and long-term retention, during case-discussions in a large group of undergraduate veterinary clinical pharmacology students (2009)Effect of using an audience r…Clickers in the Classroom (2009)Clickers in the ClassroomA strategic assessment of audience response systems used in higher education (2009)A strategic assessment of aud…Audience Response Systems: Technology to Engage Learners (2008)Audience Response Systems: Te…A Primer on Audience Response Systems: Current Applications and Future Considerations (2008)A Primer on Audience Response…The influence of an audience response system on knowledge retention: An application to resident education (2005)The influence of an audience …Creating Learner‐Centered Classrooms: Use of an Audience Response System in Pediatric Dentistry Education (2005)Creating Learner‐Centered Cla…Teaching Tips: Strategies, Research, and Theory for College and University Teachers (1994)Qualitative Research in Education: A User′s Guide (2006)Clickers in the Large Classroom: Current Research and Best-Practice Tips (2007)Where's the evidence that active learning works? (2006)Effect of clickers versus online homework on students' long-term retention of general chemistry course material (2012)Teaching Large Classes in Higher Education (2014)Increasing interactivity in lectures using an electronic voting system (2004)Teaching More by Lecturing Less (2005)Classroom Response Systems: A Review of the Literature (2006)The effects of audience response systems on learning outcomes in health professions education. A BEME systematic review: BEME Guide No. 21 (2012)Measuring the effect of ARS on academic performance: A global meta-analysis (2016)A systematic review of audience response systems for teaching and learning in higher education: The student experience (2020)What's the use of lectures? (1985)The Instructional Effect of Feedback in Test-Like Events (1991)Higher Education: Handbook of Theory and Research (2007)Students' evaluations of university teaching: Dimensionality, reliability, validity, potential baises, and utility. (1984)Grading leniency is a removable contaminant of student ratings. (1997)Making students' evaluations of teaching effectiveness effective: The critical issues of validity, bias, and utility. (1997)Navigating student ratings of instruction. (1997)Students’ Evaluations of University Teaching: Dimensionality, Reliability, Validity, Potential Biases and Usefulness (2007)Media will never influence learning (1994)Using Clickers to Facilitate Development of Problem-Solving Skills (2011)Evaluation of students' perceptions of the Socrative application versus a traditional student response system and its impact on classroom engagement (2017)Design-based research on integrating learning technology tools into higher education classes to achieve active learning (2020)Peer Instruction: Ten years of experience and results (2001)Quality in Norwegian Higher Education: A review of research on aspects affecting student learning (2015)Interaction between Learning and Development (1980)Flow: The Psychology of Optimal Experience (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)A team-based competition for undergraduate medical students to learn radiology within the virtual world Second Life (2021)Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students (2023)Gamification in education: A citation network analysis using CitNetExplorer (2023)The Journal of College Science Teaching (1971)Use of classroom “clickers” to promote acquisition of advanced reasoning skills (2007)
this work references cited by second hop

References

  • 1997Student ratings: The validity of use.534 cited

Cited by

  • 2005The influence of an audience response system on knowledge retention: An application to resident education114 cited
  • 2009A strategic assessment of audience response systems used in higher education113 cited
  • 2009Evidence for teaching practice: The impact of clickers in a large classroom environment109 cited
  • 2008A Primer on Audience Response Systems: Current Applications and Future Considerations96 cited
  • 2019Making Learning Fun: Gaming in Radiology Education69 cited
  • 2011The impact of clickers in nursing education: A review of literature65 cited
  • 2009Effect of using an audience response system on learning environment, motivation and long-term retention, during case-discussions in a large group of undergraduate veterinary clinical pharmacology students64 cited
  • 2009Clickers in the Classroom63 cited
  • 2008Audience Response Systems: Technology to Engage Learners55 cited
  • 2012Exploring Benefits of Audience-Response Systems on Learning: A Review of the Literature52 cited
  • 2005Creating Learner‐Centered Classrooms: Use of an Audience Response System in Pediatric Dentistry Education51 cited
  • 2021Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies32 cited

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