4.7 Article

Developing gamification e-quizzes based on an android app: the impact of asynchronous form

期刊

EDUCATION AND INFORMATION TECHNOLOGIES
卷 26, 期 4, 页码 4857-4878

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SPRINGER
DOI: 10.1007/s10639-021-10469-4

关键词

Gamification; MIT app inventor; Gamified e-quizzes; Formative assessment

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Due to Covid-19 measures, a lack of educational methods is a concern for professionals who find gamification important for student engagement in learning. This study used an Android-based gamification app to evaluate the effect of gamification and e-quizzes on college students' learning, showing that gamified e-quizzes are more effective than paper-based quizzes in assessing student performance. Instructors are encouraged to use games as a modern and innovative tool for engaging students in learning.
Because of the heath measures taken during the outbreak of Covid-19, the lack of educational methods has become the primary concern among educational professionals who have been using technology as a motivational tool. Gamification is very important because it helps students to represent their study contents and enrich their experiences of higher education when learning in-person is unavailable during the Covid-19 period. This study seeks to present an Android-based gamification app to evaluate the effect of using gamification and e-quizzes on college students' learning. We used the visual blocks language from the MIT App Inventor platform to develop an application, available at (https://play.google.com/store/apps/details?id=appinventor.ai_mekomerofofo.projectGamification). The participantswere students from level 2 who used digital lessons for learningMATLAB. The study included gamified learning and non-gamified learning, both integrated into lesson plans, to investigate the differences in learners' performance. Two types of quizzes were used for instruction: gamified e-quizzes and paper-based quizzes. The outcomes plainly showed that using the new gamified e-quiz was more effective than using paper-based quizzes. They are better for assessing the learning performance of the students in question, specifically in terms of formative assessment. It is very important for instructors to apply games as a modern and innovation-oriented tool through which students can be engaged in an attractive, competitive experience.

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