ABSTRACT
This paper attempts to introduce an integration model of game-oriented applications like Mentimeter in the Computer Science lecture classes. The model involved various components and processes that aim to address various issues experienced by students in their theoretical classes as enumerated by previous studies. Involving two groups of students, the study revealed highly positive responses on the following areas: (1) ease of use of the application; (2) level of participation in the class; (3) ability to express oneself without being afraid of embarrassment; (4) motivation; (5) recalling past topics; (6) preparation for the next sessions; (7) retention of salient points of the discussion; (8) class engagement and coping up with boredom; (9) obtaining immediate feedback on learning; and (10) recommendation to the integration of Mentimeter with other courses.
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