Kizzle- An app for learning

Bo Sun, Richard Igbiriki, Perewari Pere, April Edwards

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Scopus citations

Abstract

To enhance the computer science curriculum, a mobile device application (smart phone app), Kizzle, was developed and is currently tested in an introductory course in computer science. The motivation for the app comes from recent literature that indicates that women and students of color are less likely to participate in class, either to ask or answer questions [1][2]. As a result of this 'shyness' - for lack of a better word - teachers often assume these students are not as engaged in the material, and the students either lose interest in the subject or fall behind their peers. The app can help with engagement in two ways. In this paper, we will share our preliminary results and detail the design and implementation of Kizzle.

Original languageEnglish (US)
Title of host publicationProceedings of 2016 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2016
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages28-32
Number of pages5
ISBN (Electronic)9781509030637
DOIs
StatePublished - Nov 22 2016
Event2016 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2016 - San Diego, United States
Duration: Oct 17 2016Oct 19 2016

Publication series

NameProceedings of 2016 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2016

Other

Other2016 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2016
CountryUnited States
CitySan Diego
Period10/17/1610/19/16

All Science Journal Classification (ASJC) codes

  • Education
  • Computer Networks and Communications
  • Human-Computer Interaction

Fingerprint Dive into the research topics of 'Kizzle- An app for learning'. Together they form a unique fingerprint.

Cite this