1. Clickers in the Classroom
Laura Wojciechowicz
Walden University
2. Four Stages of Innovation
Development
Need, Research, Development, Commercialization
3. Identifying the Need
O 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 approach
O Tool used for attendance in large
institutions
4. Identifying the Need
O 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 class
O Data collection for surveys
5. Conducted Research
O Derek Bruff
O Factors affecting educational innovation
with in class electronic response systems
O Improving Student Retention and
Performance in Quantitative Courses Using
Clickers
14. 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