Effects of Introducing a Game-Based Student Response System into a Flipped, Person-Centered Classroom on Object-Oriented Design

2018 
Gamification and flipped classrooms are popular concepts in the educational sector, especially in engineering education. We introduced the gamified student response system Kahoot! to a flipped undergraduate computer science course on object-oriented design. The 25 students took part in interactive quizzes during class. Data was collected from nine quizzes consisting of 227 questions, six surveys, as well as a final course feedback.
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