MON: Evaluation of game-based SRS (Student Response Systems) as OER and examples of open practices in secondary education (Ognjen Vukas)

Poster in Sway Accessibility View: https://sway.office.com/GUw4yiiLflMiZx6J?accessible=true

Cloud created by:

Ognjen Vukas
20 January 2019

I intend to explore the theme of innovation in the world of edtech start-ups such as the popular quizzing applications Kahoot, Quizlet Live, Socrative and Quizizz (Rose, 2017), and assess their suitability to support open practices in secondary education. 

Education is the third most popular category in the Apple iOS App Store (Statista, 2018). This illustrates the growth of the market in edtech apps and services, which is also evident from the billions in venture capital funding that thousands of edtech start-ups have attracted (Berger, 2017). Many of these start-ups have adopted strategies which rely on freemium business models and user generated content. Game-based SRS have used gamification and the BYOD (Bring Your Own Device) trend to achieve widespread adoption, especially in secondary education. These apps build on the tradition of Electronic Voting Systems (EVS) or clickers which first appeared in the 1960s and since then have been used in both HE and in compulsory education (Deal, 2007). 

From the open education perspective, these are interesting developments as edtech companies are creating platforms for the free sharing of resources amongst teachers and other training practitioners. The vast majority of 51 million public Kahoot quizzes (Harrell, 2018) or 300 million Quizlet study sets (Quizlet, n.d.) are created and shared freely by their users, teachers and learners, although they have both started to offer resources from educational publishers (Kolodny, 2017).

I intend to evaluate these services against the five Rs of OER (Weller, 2014). I also intend to explore the impact commercial interests and market forces can have on openness, including the following issues: ownership of user-generated content; ability of users to retain their data in cases of acquisitions, ownership changes or services shutting down; interoperability and reusability of content between different apps and services; and whether these apps contribute to wider adoption of open practices.

As an exploratory part of the project I intend to create an outline of a website which will present the results of my investigations into the openness of game-based SRS applications; advice and information on interoperability and reusability of content between different apps and services; and advice for practitioners on how to protect their data and ensure they can retain it.

I will present the results of a literature review of SRS in relation to openness, the results of an online survey of practitioners using game-based SRS and the outline of the advice and information website. 

References

Berger, R. (2017) “Are Education Startups The New Dot Com?,” /Forbes/, 19th January [Online]. Available at https://www.forbes.com/sites/rodberger/2017/01/19/are-education-start-ups-the-new-dot-com/ (Accessed 25 November 2018).

Deal, A. (2007) ‘Classroom Response Systems, A Teaching with Technology White Paper’, Office of Technology for Education, Carnegie Mellon University, [Online]. Available at http://www. cmu.edu/teaching/resources/PublicationsArchives/StudiesWhitepapers/ClassroomResponse_Nov07.pdf (Accessed 2 July 2017).

Harrell, E. (2018) “Kahoot! reached 70 million unique users on its platform,” /Kahoot!/ [Online]. Available at https://kahoot.com/blog/2018/01/18/70-million-unique-users-kahoot/ (Accessed 25 November 2018).

Kolodny, L. (2017) “Popular study app Quizlet faces a moment of truth as a new school year begins,” /CNBC/, CNBC, 23rd August [Online]. Available at https://www.cnbc.com/2017/08/23/quizlet-a-popular-study-app-faces-a-moment-of-truth.html (Accessed 25 November 2018).

Quizlet (n.d.) /About Quizlet | Quizlet/ [Online]. Available at https://quizlet.com/en-gb/mission (Accessed 25 November 2018).

Rose, J. (2017) ‘Best Games Like Kahoot 2017 - Top Alternative’s for Kahoot’, /AppInformers.com/, 14 April [Blog]. Available at http://appinformers.com/four-games-like-kahoot/9100/ (Accessed 10 September 2017). 

Statista (2018) /Apple: most popular app store categories 2018 | Statista/ [Online]. Available at https://www.statista.com/statistics/270291/popular-categories-in-the-app-store/ (Accessed 25 November 2018).

Weller, M. (2014) Battle for Open: How Openness Won and Why It Doesn’t Feel Like Victory [Online], London, Ubiquity Press. Available at DOI: http://dx.doi.org/10.5334/bam (Accessed 26 October 2017).

Extra content

Hi everyone, 

I’ve created a little quiz about open education using Kahoot. If you have time for some light entertainment in expectation of your presentations, head over to kahoot.it or download the Kahoot! app on your phone and enter this PIN number:

*0206846*

Alternatively, click on this link:

Play Kahoot! - Enter game PIN here

If you haven’t used Kahoot or similar apps before, it will give an idea of what my presentation is about. If you’re familiar with Kahoot, you can still test yourself on some open education trivia. The quiz will be up for a week. 

Ognjen 

 

Ognjen Vukas
20:16 on 14 February 2019

Embedded Content

Contribute

David Appel
7:32pm 20 January 2019


Hi Ognjen, this is an interesting project and I was wondering if you will also evaluate Mentimeter. We are currently running a pilot with Mentimeter at our school and will evaluate its suitabilty for interactive classroom teaching and not related to open practices. I am looking forward to your findings and website. 
David

Ognjen Vukas
11:27pm 31 January 2019


Hi David,

Thanks for your comment. I'm not sure whether to include Mentimeter. I've used it a few times but as a polling tool, to get students reactions and opinions before or after class discussions. It has a lot of potential for adding interactivity to presentations and getting the students/audience reactions quickly. On their website they list 16 different ways of using it, including quizzing and open-ended questioning, so it could be used in a similar way as the other SRS apps, but I think the free version is more limited.

Ognjen

Kelly Williams
5:50pm 9 February 2019


Hi Ognjen,

As a classroom user of Kahoot and Quizlet for SEN FE Arts students - I find these apps useful for occasional one-off uses - mainly to check knowledge transfer in an informal manner. I tend to go to Quizlet mainly as Kahoot can, at times, feel quite pressurised time wise for students who may have processing issues and have to enter answers on assistive technology devices or have low hand function. The quantity and quality of open Quizlet material is outstanding, it's pretty much ready-made and goes into much greater depth for our purpose. I've used it in tandem with my Trello project to assess knowledge on Elements of Design recently.

All the best with your presentation

Kelly

Phill Grimes
11:50am 16 February 2019


Hi Ognjen

Much the same as Kelly. I often use Quizlet for the learning, have a game of Quizlet live for some complete chaos, then a game of Kahoot for some assessment.

I do like the amount of available stuff on each and can be really useful, but then sometimes I can spend as much time editing one than I could have spent designing one from scratch!

Phill Grimes
11:51am 16 February 2019 (Edited 11:51am 16 February 2019)


I have completed your Kahoot.

It was going really well and then I got a bit trigger happy :)

Andrew Augustine
1:21am 18 February 2019


Hello Ognjen

Very interesting project. I am looking forward to your presentation.

Dr Simon Ball
11:13am 19 February 2019


Hi Ognjen

Well done on a great presentation! Here is a summary of the comments and questions you received following your presentation (including those you may have addressed verbally). Please respond in whatever way you choose - I suspect you may wish to deal with the first few in one response!

Best wishes

Simon

  • I have used Kahoots with adult learners and they love the competative nature of it. I have found that it helps to engage students
  • Quantity and investment but is there quality?
  • How is Kahoot used in HE?
  • summative or formative
  • There is certainly scope for learners to create their own quizzes, as Robin stated earlier about learners taking ownership, wonder if Ognjen is going to look into this .
  • Will be using to check understanding but quizzes can be too pressurised for neurodivrse students in my experience
  • Working in FE, I wonder how he can use such quizzes to relate to success critiera, we tend to have them as a plenary activity.
  • I imagine designing the teaching assessment is important to ensure its a positive experience for learners?
  • Quizzes are fun, but can they assess real understanding? Have you identified any similar apps which can assess true understanding?

Contribute to the discussion

Please log in to post a comment. Register here if you haven't signed up yet.