The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system

This study investigated the differences in learners' performance and perceived engagement between three intervention groups in a Science class, using two types of pedagogical intervention: traditional instruction with paper-based quizzes and gamified instruction with gamified e-quizzes as forma...

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Vydáno v:Computers and education Ročník 145; s. 103729
Hlavní autoři: Zainuddin, Zamzami, Shujahat, Muhammad, Haruna, Hussein, Chu, Samuel Kai Wah
Médium: Journal Article
Jazyk:angličtina
Vydáno: Elsevier Ltd 01.02.2020
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ISSN:0360-1315, 1873-782X
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Shrnutí:This study investigated the differences in learners' performance and perceived engagement between three intervention groups in a Science class, using two types of pedagogical intervention: traditional instruction with paper-based quizzes and gamified instruction with gamified e-quizzes as formative assessments. With respect to the gamified instruction, three types of gamification applications were employed: Socrative, Quizizz, and iSpring Learn LMS. The effects of the instructional intervention (n = 94), as well as evaluative feedback, were obtained with the aid of formative quizzes, post-questionnaire surveys, and personal interviews. The results showed that the employment of innovative gamified e-quiz applications (i.e., Socrative, Quizizz, and iSpring Learn LMS) and paper-based quizzes were effective in evaluating students' learning performance, particularly as formative assessment after completing each topic. Finding ways to apply games or game concepts in the classroom can be a promising and innovative tool for educators to engage their students in creative learning skills and attractive competition. •A gamified e-quiz was effective in evaluating learning performance.•A gamified e-quiz can be an alternative solution for a formative assessment system.•Game concepts can be a promising tool to engage students in attractive competition.•Quiz competitions after lectures motivated students to compete with one another.•Feeling of fun, interest, enthusiasm, and curiosity are the characteristics of game concepts.
ISSN:0360-1315
1873-782X
DOI:10.1016/j.compedu.2019.103729