Sunday, April 28, 2019

Socrative: Another Game-based Student Response System



 Image source: https://www.socrative.com

Game-based learning (GBL) as an approach to instruction has shown promise to enhance the overall academic and social experiences of students.  Researchers continue to explore the use of GBL drawn on literature and evidence of practice in K-12 and higher education settings.  This month’s blog article explores the use of Socrative, another game-based student response system.  

About Socrative
Socrative empowers instructors to engage and assess their students as learning takes place.  Instructors can design activities and assessments online for students to access using any device (laptops, smartphones, or tablets).  Students can receive immediate feedback from the instructor (Balta, Perera-Rodríguez, & Hervás-Gómez, 2018).  According to the developers of Socrative, Socrative is a “classroom app for fun, effective engagement and on-the-fly assessments,” which allows instructors to administer in-class surveys, homework assignments and quizzes.  In addition, instructors can aggregate results in real time and generate reports to monitor and visualize student learning (Socrative, 2019).

Socrative in Action
Within the classroom environment, Socrative can promote active learning and facilitate interactions between students and the instructor.  In a qualitative study, El Shaban (2017) integrated active learning activities and used Socrative with English second language learners in reading comprehension classes.  Activities facilitated independent and collaborative critical thinking, different teaching styles and course feedback, and instant feedback.  For example, some activities involved case-based problem-solving exercises.  The results showed that both Socrative, as a student response system, and active learning activities contributed to increased levels of student engagement, promoted critical thinking, and stimulated collaboration.

In addition, instructors can use Socrative to extend learning outside the classroom.  Balta, Perera-Rodríguez, and Hervás-Gómez (2018) employed a quasi-experimental design to measure the effect of homework completion through Socrative on students’ exam scores in physics.  The experimental and control groups were randomly created for students to prepare for their final exams.  The experimental group was given homework activities (sets of physics problems) through Socrative; while the control group used conventional resources to prepare for the exam.  Students in the experimental group had the opportunity to complete eight homework assignments and were allowed to leave a comment after each homework completion.  After completing each homework assignment, these students were able to see the exact solutions and correct their mistakes.  The researchers found Socrative to be beneficial as a web-based homework platform to increase students’ performances on exams.

Conclusion
Through the use of game-based student response systems, instructors can enhance their classes by engaging and motivating students to be more active learners in or outside the classroom.  Technology combined with instructional approaches, such as active learning, can be effect and impact students’ learning experiences.  Socrative, like Kahoot! discussed in March’s blog article, is a useful technology for teaching and learning.

References
Balta, N., Perera-Rodríguez, V., & Hervás-Gómez, C. (2018). Using Socrative as an online homework platform to increase students’ exam scores. Education and Information Technologies, 23(2), 837-850. doi:10.1007/s10639-017-9638-6

El Shaban, A. (2017). The use of Socrative in ESL classrooms: Towards active learning. Teaching English with Technology, 17(4), 64–77.

Socrative by MasteryConnect. (2019). Retrieved from https://www.socrative.com.


Cite this blog: Washington, G. (2019, April 28). Socrative: Another game-based student response system [Blog post]. Retrieved from https://pedagogybeforetechnology.blogspot.com/