3,168
Views
75
CrossRef citations to date
0
Altmetric
Articles

Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning

Pages 983-995 | Received 23 Mar 2016, Accepted 20 Sep 2016, Published online: 13 Oct 2016

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (24)

Yulin Chen. (2023) Using a Game-Based Translation Learning App and Google Apps to Enhance Translation Skills: Amplification and Omission. International Journal of Human–Computer Interaction 39:20, pages 3894-3908.
Read now
Tuncer Akbay, Neşe Sevim-Cirak & Osman Erol. (2023) Re-Examining the Effect of Audience Response Systems on Learning Outcomes: Evidence from the Last Decade. International Journal of Human–Computer Interaction 0:0, pages 1-15.
Read now
Qing Yu & Kun Yu. (2023) The effects of gamified flipped classroom on student learning: evidence from a meta-analysis. Interactive Learning Environments 0:0, pages 1-16.
Read now
Di Zou, Shuqiong Luo, Haoran Xie & Gwo-Jen Hwang. (2022) A systematic review of research on flipped language classrooms: theoretical foundations, learning activities, tools, research topics and findings. Computer Assisted Language Learning 35:8, pages 1811-1837.
Read now
Shu-Chen Cheng, Gwo-Jen Hwang & Chiu-Lin Lai. (2022) Critical research advancements of flipped learning: a review of the top 100 highly cited papers. Interactive Learning Environments 30:9, pages 1751-1767.
Read now
Rabeya Khatoon & Elinor Jones. (2022) Flipped small group classes and peer marking: incentives, student participation and performance in a quasi-experimental approach. Assessment & Evaluation in Higher Education 47:6, pages 910-927.
Read now
Michael Yi-chao Jiang, Morris Siu-yung Jong, Wilfred Wing-fat Lau, Ching-sing Chai, Kelly Shu-xia Liu & Moonyoung Park. (2022) A scoping review on flipped classroom approach in language education: challenges, implications and an interaction model. Computer Assisted Language Learning 35:5-6, pages 1218-1249.
Read now
Alberto Andujar & Fátima Zahra Nadif. (2022) Evaluating an inclusive blended learning environment in EFL: a flipped approach. Computer Assisted Language Learning 35:5-6, pages 1138-1167.
Read now
Kai Wang, Chang Zhu, Shihua Li & Guoyuan Sang. (2022) Using revised community of inquiry framework to scaffold MOOC-based flipped learning. Interactive Learning Environments 0:0, pages 1-13.
Read now
Justin Robertson. (2022) Real time learning during and after the pandemic: how to productively use chat and polling. Interactive Learning Environments 0:0, pages 1-12.
Read now
Ruofei Zhang & Di Zou. (2022) Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning. Computer Assisted Language Learning 35:4, pages 696-742.
Read now
Anne-Marie Sénécal, Walcir Cardoso & Vanessa Mezzaluna. (2022) Make Words Click! Learning English Vocabulary with clickers: users’ perceptions. Computer Assisted Language Learning 0:0, pages 1-23.
Read now
Simon C. H. Chan & Stephen Ko. (2021) The dark side of personal response systems (PRSs): Boredom, feedback, perceived learning, learning satisfaction. Journal of Education for Business 96:7, pages 435-444.
Read now
Hojjat Dehghanzadeh, Hashem Fardanesh, Javad Hatami, Ebrahim Talaee & Omid Noroozi. (2021) Using gamification to support learning English as a second language: a systematic review. Computer Assisted Language Learning 34:7, pages 934-957.
Read now
Haimanti Banerjee & Josephine E. Olson. (2021) What learning tools do students prefer? An assessment of undergraduate business courses. Journal of Education for Business 96:5, pages 275-283.
Read now
Moon-Heum Cho, Seung Won Park & Sang-eun Lee. (2021) Student characteristics and learning and teaching factors predicting affective and motivational outcomes in flipped college classrooms. Studies in Higher Education 46:3, pages 509-522.
Read now
Cristina González Ruiz. (2021) The effect of integrating Kahoot! and peer instruction in the Spanish flipped classroom: the student perspective. Journal of Spanish Language Teaching 8:1, pages 63-78.
Read now
Fransonet Reyneke, Lizelle Fletcher & Ansie Harding. (2021) Enhancing a Flipped Statistics First Year Course by Using QT-Clickers. Journal of Statistics and Data Science Education 29:1, pages 71-83.
Read now
Morteza Mellati & Marzieh Khademi. (2020) MOOC-based educational program and interaction in distance education: long life mode of teaching. Interactive Learning Environments 28:8, pages 1022-1035.
Read now
Samira Alirezabeigi, Jan Masschelein & Mathias Decuypere. (2020) Investigating digital doings through breakdowns: a sociomaterial ethnography of a Bring Your Own Device school. Learning, Media and Technology 45:2, pages 193-207.
Read now
Sara A. Newland & Bridget Black. (2020) More Than Multiple Choice: A Toolbox for Incorporating Clickers Into Political Science Courses. Journal of Political Science Education 16:2, pages 158-175.
Read now
Chenchen Liu, Sarah Sands-Meyer & Jacques Audran. (2019) The effectiveness of the student response system (SRS) in English grammar learning in a flipped English as a foreign language (EFL) class. Interactive Learning Environments 27:8, pages 1178-1191.
Read now
Biyun Huang, Khe Foon Hew & Chung Kwan Lo. (2019) Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments 27:8, pages 1106-1126.
Read now
Emma Mayhew. (2019) No Longer a Silent Partner: How Mentimeter Can Enhance Teaching and Learning Within Political Science. Journal of Political Science Education 15:4, pages 546-551.
Read now

Articles from other publishers (51)

Wegene Demeke. (2023) Adoption and use of smart devices as clickers in classrooms in higher education. Computer Applications in Engineering Education 31:4, pages 963-982.
Crossref
Jing Lv. (2023) Improving college student engagement and motivation in a gamified learning environment: the pilot study in China. Current Psychology.
Crossref
Abraham E. Flanigan, Anna C. Brady, Yan Dai & Emily Ray. (2023) Managing Student Digital Distraction in the College Classroom: a Self-Determination Theory Perspective. Educational Psychology Review 35:2.
Crossref
Jose Manuel Jurado-Castro, Salvador Vargas-Molina, Jose L. Gómez-Urquiza & Javier Benítez-Porres. (2023) Effectiveness of real-time classroom interactive competition on academic performance: a systematic review and meta-analysis. PeerJ Computer Science 9, pages e1310.
Crossref
Yi-Chien Wang. (2023) Gamification in a News English Course. Education Sciences 13:1, pages 90.
Crossref
Songcun Zhang & Zuwati Hasim. (2023) Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in Psychology 13.
Crossref
Azza Alawadhi & Rawy A. Thabet. 2023. BUiD Doctoral Research Conference 2022. BUiD Doctoral Research Conference 2022 117 129 .
Marta Alcaide-Martínez & Lidia Taillefer. (2022) Gamification for English language teaching: A case study in translation and interpreting. Lebende Sprachen 67:2, pages 283-310.
Crossref
Ayşenur ÇINAR, Yavuz ERİŞEN & Mine ÇELİKÖZ. (2022) A Mixed-Method Research on the Effectiveness of Using Gamification Elements in an Online English Course. International Journal of Educational Research Review 7:4, pages 280-291.
Crossref
Somayyeh Nadi-Ravandi & Zahra Batooli. (2022) Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles. Education and Information Technologies 27:7, pages 10207-10238.
Crossref
Mariana-Daniela González-Zamar & Emilio Abad-Segura. (2022) Global Evidence on Flipped Learning in Higher Education. Education Sciences 12:8, pages 515.
Crossref
Xuehong (Stella) He & Shawn Loewen. (2022) Stimulating learner engagement in app-based L2 vocabulary self-study: Goals and feedback for effective L2 pedagogy. System 105, pages 102719.
Crossref
Jerry Chih-Yuan Sun & Hsiu-Shan Lin. (2022) Effects of integrating an interactive response system into flipped classroom instruction on students’ anti-phishing self-efficacy, collective efficacy, and sequential behavioral patterns. Computers & Education 180, pages 104430.
Crossref
Jihyung Kim, Kyeongsun Kim & Wooksung Kim. (2022) Impact of Immersive Virtual Reality Content Using 360-Degree Videos in Undergraduate Education. IEEE Transactions on Learning Technologies 15:1, pages 137-149.
Crossref
Marta Magadán-Díaz & Jesús I. Rivas-García. (2022) Gamificación del aula en la enseñanza superior online: el uso de Kahoot. Campus Virtuales 11:1, pages 137.
Crossref
Marta Magadán-Díaz & Jesús I. Rivas-García. (2022) Perceptions of the Graduate Students on the Utilization of Quizizz in Virtual Classes. International Journal of Online Pedagogy and Course Design 12:1, pages 1-15.
Crossref
Kelly M. Torres. 2022. Digital Distractions in the College Classroom. Digital Distractions in the College Classroom 223 242 .
Fabio Sorrentino & Giovanni Bonaiuti. 2022. Social Justice, Media and Technology in Teacher Education. Social Justice, Media and Technology in Teacher Education 88 99 .
Jesús I. Rivas-García & Marta Magadán-Díaz. 2022. Learning Technology for Education Challenges. Learning Technology for Education Challenges 3 20 .
Hongjiang Wang, Jingyuan Xi & Zuokun Li. (2021) The Integration of Personal Response Systems into Online Flipped Classroom: Student Performance and Perception. The Integration of Personal Response Systems into Online Flipped Classroom: Student Performance and Perception.
Jacqueline Forte-Celaya, Luis Ibarra & Leonardo David Glasserman-Morales. (2021) Analysis of Creative Thinking Skills Development under Active Learning Strategies. Education Sciences 11:10, pages 621.
Crossref
Hongjiang Wang, Zuokun Li & Xiabin Luo. (2021) Study on the Learners’ Performance Evaluation in Online Teaching with Personal Response Systems. Study on the Learners’ Performance Evaluation in Online Teaching with Personal Response Systems.
Miguel Martín-Sómer, Judite Moreira & Cintia Casado. (2021) Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 19. Education for Chemical Engineers 36, pages 154-159.
Crossref
Qi Zhang & Zhonggen Yu. (2021) A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration. Education and Information Technologies 26:4, pages 4507-4535.
Crossref
Azza Alawadhi & Emad A. S. Abu-Ayyash. (2021) Students’ perceptions of Kahoot!: An exploratory mixed-method study in EFL undergraduate classrooms in the UAE. Education and Information Technologies 26:4, pages 3629-3658.
Crossref
Murat Ekici. (2021) A systematic review of the use of gamification in flipped learning. Education and Information Technologies 26:3, pages 3327-3346.
Crossref
Paola Araiza-Alba, Therese Keane, Bernadette Matthews, Kate Simpson, Grace Strugnell, Won Sun Chen & Jordy Kaufman. (2021) The potential of 360-degree virtual reality videos to teach water-safety skills to children. Computers & Education 163, pages 104096.
Crossref
Sedat Akayoğlu. (2019) Teaching CALL to Pre-service Teachers of English in a Flipped Classroom. Technology, Knowledge and Learning 26:1, pages 155-171.
Crossref
Krenare Pireva Nuci, Rabail Tahir, Alf Inge Wang & Ali Shariq Imran. (2021) Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures. IEEE Access 9, pages 91220-91234.
Crossref
Galina Marchenko, Svetlana Murzina, Sergey Timofeev & Kseniya Vodopyanova. (2021) Digitalization of education: advantages and problems. E3S Web of Conferences 273, pages 12058.
Crossref
Yen-Nan Lin, Lu-Ho Hsia & Gwo-Jen Hwang. (2021) Promoting pre-class guidance and in-class reflection: A SQIRC-based mobile flipped learning approach to promoting students’ billiards skills, strategies, motivation and self-efficacy. Computers & Education 160, pages 104035.
Crossref
Isaac Chan, Muhammad Hafiz, Theresa Kwong & Eva Y. W. Wong. 2021. Blended Learning for Inclusive and Quality Higher Education in Asia. Blended Learning for Inclusive and Quality Higher Education in Asia 65 85 .
Musabah Al Breiki & Wan Ahmad Jaafar Wan Yahaya. 2021. Teaching in the Post COVID-19 Era. Teaching in the Post COVID-19 Era 443 453 .
Benjamin R. Mays, Hui-Chin Yeh & Nian-Shing Chen. (2020) The Effects of Using Audience Response Systems Incorporating Student-Generated Questions on EFL Students’ Reading Comprehension. The Asia-Pacific Education Researcher 29:6, pages 553-566.
Crossref
Rosario I. Herrada, Raúl Baños & Alfredo Alcayde. (2020) Student Response Systems: A Multidisciplinary Analysis Using Visual Analytics. Education Sciences 10:12, pages 348.
Crossref
Emma Mayhew, Madeleine Davies, Amanda Millmore, Lindsey Thompson & Alicia Pena Bizama. (2020) The impact of audience response platform Mentimeter on the student and staff learning experience. Research in Learning Technology 28:0.
Crossref
Pınar Nuhoğlu Kibar, Abdullah Yasin Gündüz & Buket Akkoyunlu. (2019) Implementing Bring Your Own Device (BYOD) Model in Flipped Learning: Advantages and Challenges. Technology, Knowledge and Learning 25:3, pages 465-478.
Crossref
Zhenzhen Chen, Weichao Chen, Jiyou Jia & Huili An. (2020) The effects of using mobile devices on language learning: a meta-analysis. Educational Technology Research and Development 68:4, pages 1769-1789.
Crossref
José-María Campillo-Ferrer, Pedro Miralles-Martínez & Raquel Sánchez-Ibáñez. (2020) Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies. Sustainability 12:12, pages 4822.
Crossref
Santiago Pozo Sánchez, Jesús López-Belmonte, Antonio-José Moreno-Guerrero, José María Sola Reche & Arturo Fuentes Cabrera. (2020) Effect of Bring-Your-Own-Device Program on Flipped Learning in Higher Education Students. Sustainability 12:9, pages 3729.
Crossref
Alf Inge Wang & Rabail Tahir. (2020) The effect of using Kahoot! for learning – A literature review. Computers & Education 149, pages 103818.
Crossref
Nadia Azzouz Boudadi & Mar Gutiérrez-Colón. (2020) Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019. The EuroCALL Review 28:1, pages 40.
Crossref
Wei He & Li Zhao. (2020) Exploring Undergraduates' Learning Engagement via BYOD in the Blended Learning Classroom (EULEBYODBLC). International Journal of Information and Education Technology 10:2, pages 159-164.
Crossref
Lisa Law, Muhammand Hafiz, Theresa Kwong & Eva Wong. 2020. Emerging Technologies and Pedagogies in the Curriculum. Emerging Technologies and Pedagogies in the Curriculum 315 333 .
Michael FlavinMichael Flavin. 2020. Re-imagining Technology Enhanced Learning. Re-imagining Technology Enhanced Learning 101 119 .
Prateek Maheshwari & Nitin Seth. (2019) Effectiveness of flipped classrooms. International Journal of Educational Management 33:5, pages 860-885.
Crossref
Fátima Faya Cerqueiro & Ana Martín-Macho Harrison. (2019) Socrative in Higher Education: Game vs. Other Uses. Multimodal Technologies and Interaction 3:3, pages 49.
Crossref
Mathupayas Thongmak. (2019) The student experience of student-centered learning methods: Comparing gamification and flipped classroom. Education for Information 35:2, pages 99-127.
Crossref
Ching Chang & Hao-Chiang Koong Lin. (2018) Classroom Interaction and Learning Anxiety in the IRS-Integrated Flipped Language Classrooms. The Asia-Pacific Education Researcher 28:3, pages 193-201.
Crossref
Andrew W. Cole & Nicole L. Weber. 2019. Technology Leadership for Innovation in Higher Education. Technology Leadership for Innovation in Higher Education 165 184 .
Gülsüm Aşıksoy. (2017) The effects of the gamified flipped classroom environment (GFCE) on students’ motivation, learning achievements and perception in a physics course. Quality & Quantity 52:S1, pages 129-145.
Crossref

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.