The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
By Zamzami Zainuddin, Muhammad Shujahat, H. Haruna, S. K. Chu. Comput. Educ., 2020
397 citations recorded by the source corpus.
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.
Subfields: Developmental and Educational Psychology, Education, Social Psychology
View Paper: https://www.semanticscholar.org/paper/0f24093d11aabe916320269d2dbbbc8e8232718b
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In Developmental and Educational Psychology
- Seiji Isotani
- Wilk Oliveira
- Luiz Rodrigues
- Lei Shi
- Armando Maciel Toda
- Paula Toledo Palomino
- Juho Hamari
- Min Gao
In Education
In Social Psychology
Citations in the corpus
- Tailored gamification in education: A literature review and future agenda (2022, background): “…may provide a number of benefits to students, e.g., increasing students’ motivation (Shi et al., 2014; Cózar-Gutiérrez & Sáez-López, 2016; Stuart et al., 2020), enhancing learning performance (Lo & Hew, 2020; Zainuddin et al., 2020), or improving training processes (Kapp, 2012; Larson, 2020).”
- The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020, background): “Gamified applications, e.g. Socrative, Quizizz, and iSpring Learn LMS, could significantly improve student performance and engagement compared with traditional instruction (Zainuddin et al., 2020).”