PACIS 2019 Proceedings

Abstract

Electronic educational tools are generally recognised for their usefulness in the classroom, especially in the area of gamification. However, there is little evidence that considers their effectiveness. In our research, we explored students’ perceptions of the utilisation of classroom tools and their effect on learning. In doing so the effects of features, such as competition and gamification, on their perceptions and motivation were examined. We interviewed a number of students and analyzed their perceptions of tool usage through the lens of self-regulated learning. Our qualitative findings indicated that the tools’ gamification and competition features facilitated and motivated the students. In addition, increased participation highlights that students' positive or negative perceptions of the usefulness of the tools and how they used them depended on their own motivation and preferences.

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