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- Publisher Website: 10.1016/j.compedu.2019.103729
- Scopus: eid_2-s2.0-85074090275
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Article: The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
Title | The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system |
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Authors | |
Keywords | Gamification Gamified e-quizzes Paper-based quizzes Formative assessment Perceived engagement |
Issue Date | 2020 |
Publisher | Pergamon. The Journal's web site is located at http://www.elsevier.com/locate/compedu |
Citation | Computers & Education, 2020, v. 145, p. article no. 103729 How to Cite? |
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. |
Persistent Identifier | http://hdl.handle.net/10722/289298 |
ISSN | 2023 Impact Factor: 8.9 2023 SCImago Journal Rankings: 3.651 |
ISI Accession Number ID |
DC Field | Value | Language |
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dc.contributor.author | ZAINUDDIN, Z | - |
dc.contributor.author | SHUJAHAT, M | - |
dc.contributor.author | HARUNA, H | - |
dc.contributor.author | Chu, SKW | - |
dc.date.accessioned | 2020-10-22T08:10:40Z | - |
dc.date.available | 2020-10-22T08:10:40Z | - |
dc.date.issued | 2020 | - |
dc.identifier.citation | Computers & Education, 2020, v. 145, p. article no. 103729 | - |
dc.identifier.issn | 0360-1315 | - |
dc.identifier.uri | http://hdl.handle.net/10722/289298 | - |
dc.description.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. | - |
dc.language | eng | - |
dc.publisher | Pergamon. The Journal's web site is located at http://www.elsevier.com/locate/compedu | - |
dc.relation.ispartof | Computers & Education | - |
dc.subject | Gamification | - |
dc.subject | Gamified e-quizzes | - |
dc.subject | Paper-based quizzes | - |
dc.subject | Formative assessment | - |
dc.subject | Perceived engagement | - |
dc.title | The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system | - |
dc.type | Article | - |
dc.identifier.email | Chu, SKW: samchu@hku.hk | - |
dc.identifier.authority | Chu, SKW=rp00897 | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1016/j.compedu.2019.103729 | - |
dc.identifier.scopus | eid_2-s2.0-85074090275 | - |
dc.identifier.hkuros | 316520 | - |
dc.identifier.volume | 145 | - |
dc.identifier.spage | article no. 103729 | - |
dc.identifier.epage | article no. 103729 | - |
dc.identifier.isi | WOS:000505184000018 | - |
dc.publisher.place | United Kingdom | - |
dc.identifier.issnl | 0360-1315 | - |