TY - JOUR
T1 - The role of gamified e-quizzes on student learning and engagement
T2 - An interactive gamification solution for a formative assessment system
AU - Zainuddin, Zamzami
AU - Shujahat, Muhammad
AU - Haruna, Hussein
AU - Chu, Samuel Kai Wah
PY - 2020/2
Y1 - 2020/2
N2 - 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.
AB - 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.
KW - Formative assessment
KW - Gamification
KW - Gamified e-quizzes
KW - Paper-based quizzes
KW - Perceived engagement
UR - http://www.scopus.com/inward/record.url?scp=85074090275&partnerID=8YFLogxK
U2 - 10.1016/j.compedu.2019.103729
DO - 10.1016/j.compedu.2019.103729
M3 - Article
AN - SCOPUS:85074090275
SN - 0360-1315
VL - 145
JO - Computers and Education
JF - Computers and Education
M1 - 103729
ER -