Chandler, P., Sweller, J.: The split-attention effect as a factor in the design of instruction. Br. J. Educ. Psychol. 62(2), 233–246 (1992). https://doi.org/10.1111/j.2044-8279.1992.tb01017.x
Grévisse, C., Botev, J., Rothkugel, S.: Yactul: an extensible game-based student response framework for active learning. In: Proceedings of Virtual Education International Conference (2017)
Grévisse, C., Rothkugel, S., Reuter, R.A.P.: Scaffolding support through integration of learning material. Smart Learn. Environ. 6(28) (2019). https://doi.org/10.1186/s40561-019-0107-0
Morillas Barrio, C., Muñoz-Organero, M., Sánchez Soriano, J.: Can gamification improve the benefits of student response systems in learning? an experimental study. IEEE Trans. Emerg. Topics Comput. 4(3), 429–438 (2016). https://doi.org/10.1109/TETC.2015.2497459
Wang, A.I.: The wear out effect of a game-based student response system. Comput. Educ. 82, 217–227 (2015). https://doi.org/10.1016/j.compedu.2014.11.004
Wong, Suet Lai, Yau, Sui Yu.: Impact of student response system on enhancing active learning. In: Li, Kam Cheong, Tsang, Eva Yuen Mei, Wong, Billy Tak Ming (eds.) Innovating Education in Technology-Supported Environments. EIS, pp. 199– 213. Springer, Singapore (2020). https://doi.org/10.1007/978-981-15-6591-5 15