Abstract
Although electronic educational tools have become popular, few studies have considered their effectiveness. Some studies have investigated the effectiveness of the tools’ “game” aspects. We investigated students’ perceptions of the classroom tools that they used and their perceived effect on learning, and examine the effect of features such as competition and gamification, on their perceptions and motivation. Despite individual differences in motivation, students had similar perceptions of the usefulness of the tools but used them differently according to their motivation and personal conditions. Outcomes for students were generally perceived as positive, including satisfaction with the tools, improved engagement, facilitation of learning, valued classroom interactivity, anonymity, and immediate feedback. The findings of the study also showed that the tools’ features of gamification and competition facilitated and motivated increased participation.
Recommended Citation
Esnaashari, Shadi; Gardner, lesley; and Rehm, Michael, "Educational Technology Tools: Longitudinal Views of Students" (2019). AMCIS 2019 Proceedings. 16.
https://aisel.aisnet.org/amcis2019/is_education/is_education/16
Educational Technology Tools: Longitudinal Views of Students
Although electronic educational tools have become popular, few studies have considered their effectiveness. Some studies have investigated the effectiveness of the tools’ “game” aspects. We investigated students’ perceptions of the classroom tools that they used and their perceived effect on learning, and examine the effect of features such as competition and gamification, on their perceptions and motivation. Despite individual differences in motivation, students had similar perceptions of the usefulness of the tools but used them differently according to their motivation and personal conditions. Outcomes for students were generally perceived as positive, including satisfaction with the tools, improved engagement, facilitation of learning, valued classroom interactivity, anonymity, and immediate feedback. The findings of the study also showed that the tools’ features of gamification and competition facilitated and motivated increased participation.