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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| Published in: | Computers and education Vol. 145; p. 103729 |
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| Main Authors: | , , , |
| Format: | Journal Article |
| Language: | English |
| Published: |
Elsevier Ltd
01.02.2020
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| Subjects: | |
| ISSN: | 0360-1315, 1873-782X |
| Online Access: | Get full text |
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| Summary: | 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. |
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| ISSN: | 0360-1315 1873-782X |
| DOI: | 10.1016/j.compedu.2019.103729 |