Clickers Background
There have been studies in recent years, looking into the pedagogy benefits and effectiveness of clickers. Some of which are listed below under the Resources section.


Before it is adopted in the education field, clickers have been used in other areas, such as for gaming. An example is the television game “Who Wants to be a Millionaire.” In this game, the player has the opportunity to Ask the Audience, in which the audience will use clicker devices to provide their answers.
In a classroom setting, each student has a clicker and uses it to respond to questions during class time. It can be used either anonymously or for marking. The polling results can be displayed immediately as a graph. By answering questions and seeing the results right away, students will know how they are doing and where they are with their peers. Using the clickers also allows shy students to participate when normally they will not raise their hands.





