clickers in the classroom

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Clickers in the Classroom

Laura WojciechowiczWalden University

Four Stages of Innovation

DevelopmentNeed, Research, Development,

Commercialization

Identifying the NeedO Mandatory student participation and

engagementO Device for students to participate

anonymouslyO Integrates a “game approach” that can

provide more engagement than traditional classroom approach

O Tool used for attendance in large institutions

Identifying the NeedO Tool that provides instant feedback

and data to instructor and/or studentsO Gauges level of understanding of

material before, during and after instruction

O Able to facilitate discussions during class

O Data collection for surveys

Development of Clickers

Five Stages of Innovation-Decision

ProcessKnowledge, Persuasion, Decision,

Implementation, Confirmation

Knowledge

Persuasion

Decision

Implementation

Confirmation

References O Freeman, M., Bell, A., Comerton-Forde, C.,

Pickering, J., & Blayney, P. (2007). Factors affecting educational innovation with in class electronic response systems. Australian Jounrnal of Educational Technology, 23(2), 149-170. Retrieved from http://ascilite.org.au/ajet/ajet23/freeman.html

O Liu, W. C., & Stengel, D. N. (2009). Improving student retention and performance in quantitive courses using clickers. International Journal for Technology in Mathematics Education, 18(1), 51-58. Retrieved from http://www.technologyinmatheducation.com

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