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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Vydané v:Computers and education Ročník 145; s. 103729
Hlavní autori: Zainuddin, Zamzami, Shujahat, Muhammad, Haruna, Hussein, Chu, Samuel Kai Wah
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: Elsevier Ltd 01.02.2020
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ISSN:0360-1315, 1873-782X
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Abstract 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.
AbstractList 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.
ArticleNumber 103729
Author Zainuddin, Zamzami
Chu, Samuel Kai Wah
Shujahat, Muhammad
Haruna, Hussein
Author_xml – sequence: 1
  givenname: Zamzami
  orcidid: 0000-0001-6436-4469
  surname: Zainuddin
  fullname: Zainuddin, Zamzami
  email: zamzami.hku@gmail.com
– sequence: 2
  givenname: Muhammad
  orcidid: 0000-0002-5552-4819
  surname: Shujahat
  fullname: Shujahat, Muhammad
– sequence: 3
  givenname: Hussein
  orcidid: 0000-0001-9089-2847
  surname: Haruna
  fullname: Haruna, Hussein
– sequence: 4
  givenname: Samuel Kai Wah
  surname: Chu
  fullname: Chu, Samuel Kai Wah
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Keywords Formative assessment
Gamified e-quizzes
Gamification
Perceived engagement
Paper-based quizzes
Language English
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References_xml – volume: 121
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  year: 2018
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  article-title: Enhancing student learning experience with technology-mediated gamification: An empirical study
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SubjectTerms Formative assessment
Gamification
Gamified e-quizzes
Paper-based quizzes
Perceived engagement
Title The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
URI https://dx.doi.org/10.1016/j.compedu.2019.103729
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