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Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology

Overview of attention for article published in BMC Medical Education, May 2015
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  • In the top 25% of all research outputs scored by Altmetric
  • Good Attention Score compared to outputs of the same age (75th percentile)
  • Good Attention Score compared to outputs of the same age and source (70th percentile)

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7 X users
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2 Facebook pages

Citations

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69 Dimensions

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328 Mendeley
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Title
Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology
Published in
BMC Medical Education, May 2015
DOI 10.1186/s12909-015-0373-7
Pubmed ID
Authors

Robin K Pettit, Lise McCoy, Marjorie Kinney, Frederic N Schwartz

Abstract

Higher education students have positive attitudes about the use of audience response systems (ARS), but even technology-enhanced lessons can become tiresome if the pedagogical approach is exactly the same with each implementation. Gamification is the notion that gaming mechanics can be applied to routine activities. In this study, TurningPoint (TP) ARS interactions were gamified and implemented in 22 large group medical microbiology lectures throughout an integrated year 1 osteopathic medical school curriculum. A 32-item questionnaire was used to measure students' perceptions of the gamified TP interactions at the end of their first year. The survey instrument generated both Likert scale and open-ended response data that addressed game design and variety, engagement and learning features, use of TP questions after class, and any value of lecture capture technology for reviewing these interactive presentations. The Chi Square Test was used to analyze grouped responses to Likert scale questions. Responses to open-ended prompts were categorized using open-coding. Ninety-one students out of 106 (86 %) responded to the survey. The significant majority of the respondents agreed or strongly agreed that the games were engaging, and an effective learning tool. The questionnaire investigated the degree to which specific features of these interactions were engaging (nine items) and promoted learning (seven items). The most highly ranked engagement aspects were peer competition and focus on the activity (tied for highest ranking), and the most highly ranked learning aspect was applying theoretical knowledge to clinical scenarios. Another notable item was the variety of interactions, which ranked in the top three in both the engagement and learning categories. Open-ended comments shed light on how students use TP questions for exam preparation, and revealed engaging and non-engaging attributes of these interactive sessions for students who review them via lecture capture. Students clearly valued the engagement and learning aspects of gamified TP interactions. The overwhelming majority of students surveyed in this study were engaged by the variety of TP games, and gained an interest in microbiology. The methods described in this study may be useful for other educators wishing to expand the utility of ARS in their classrooms.

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 328 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 3 <1%
Portugal 1 <1%
Australia 1 <1%
Germany 1 <1%
South Africa 1 <1%
Finland 1 <1%
United Kingdom 1 <1%
Canada 1 <1%
Argentina 1 <1%
Other 0 0%
Unknown 317 97%

Demographic breakdown

Readers by professional status Count As %
Student > Master 50 15%
Student > Ph. D. Student 40 12%
Student > Bachelor 25 8%
Lecturer 22 7%
Student > Doctoral Student 22 7%
Other 97 30%
Unknown 72 22%
Readers by discipline Count As %
Medicine and Dentistry 47 14%
Social Sciences 44 13%
Computer Science 35 11%
Nursing and Health Professions 18 5%
Business, Management and Accounting 16 5%
Other 78 24%
Unknown 90 27%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 6. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 18 July 2017.
All research outputs
#5,538,979
of 22,805,349 outputs
Outputs from BMC Medical Education
#855
of 3,317 outputs
Outputs of similar age
#64,925
of 267,780 outputs
Outputs of similar age from BMC Medical Education
#12
of 40 outputs
Altmetric has tracked 22,805,349 research outputs across all sources so far. Compared to these this one has done well and is in the 75th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 3,317 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.4. This one has gotten more attention than average, scoring higher than 74% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 267,780 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 75% of its contemporaries.
We're also able to compare this research output to 40 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 70% of its contemporaries.