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Clickers in the classroom


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Clickers in the classroom

  1. 1. Clickers in the Classroom Laura Wojciechowicz Walden University
  2. 2. Four Stages of Innovation DevelopmentNeed, Research, Development, Commercialization
  3. 3. Identifying the NeedO Mandatory student participation and engagement O Device for students to participate anonymously O Integrates a “game approach” that can provide more engagement than traditional classroom approachO Tool used for attendance in large institutions
  4. 4. Identifying the NeedO Tool that provides instant feedback and data to instructor and/or students O Gauges level of understanding of material before, during and after instruction O Able to facilitate discussions during classO Data collection for surveys
  5. 5. Conducted ResearchO Derek BruffO Factors affecting educational innovation with in class electronic response systemsO Improving Student Retention and Performance in Quantitative Courses Using Clickers
  6. 6. Development of Clickers
  7. 7. Clicker CommercializationO eInstructionO Turning TechnologiesO SMART ResponseO i>ClickersO CalifoneO Renaissance Learning
  8. 8. Five Stages of Innovation- Decision ProcessKnowledge, Persuasion, Decision, Implementation, Confirmation
  9. 9. Knowledge
  10. 10. Persuasion
  11. 11. Decision
  12. 12. Implementation
  13. 13. Confirmation
  14. 14. ReferencesO 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 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