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Developing gamification e-quizzes based on an android app: the impact of asynchronous form
Because of the heath measures taken during the outbreak of Covid-19, the lack of educational methods has become the primary concern among educational professionals who have been using technology as a motivational tool. Gamification is very important because it helps students to represent their study...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7987514/ https://www.ncbi.nlm.nih.gov/pubmed/33776541 http://dx.doi.org/10.1007/s10639-021-10469-4 |
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author | Areed, Marwa F. Amasha, Mohamed A. Abougalala, Rania A. Alkhalaf, Salem Khairy, Dalia |
author_facet | Areed, Marwa F. Amasha, Mohamed A. Abougalala, Rania A. Alkhalaf, Salem Khairy, Dalia |
author_sort | Areed, Marwa F. |
collection | PubMed |
description | Because of the heath measures taken during the outbreak of Covid-19, the lack of educational methods has become the primary concern among educational professionals who have been using technology as a motivational tool. Gamification is very important because it helps students to represent their study contents and enrich their experiences of higher education when learning in-person is unavailable during the Covid-19 period. This study seeks to present an Android-based gamification app to evaluate the effect of using gamification and e-quizzes on college students’ learning. We used the visual blocks language from the MIT App Inventor platform to develop an application, available at (https://play.google.com/store/apps/details?id=appinventor.ai_mekomerofofo.projectGamification). The participants were students from level 2 who used digital lessons for learning MATLAB. The study included gamified learning and non-gamified learning, both integrated into lesson plans, to investigate the differences in learners’ performance. Two types of quizzes were used for instruction: gamified e-quizzes and paper-based quizzes. The outcomes plainly showed that using the new gamified e-quiz was more effective than using paper-based quizzes. They are better for assessing the learning performance of the students in question, specifically in terms of formative assessment. It is very important for instructors to apply games as a modern and innovation-oriented tool through which students can be engaged in an attractive, competitive experience. |
format | Online Article Text |
id | pubmed-7987514 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-79875142021-03-24 Developing gamification e-quizzes based on an android app: the impact of asynchronous form Areed, Marwa F. Amasha, Mohamed A. Abougalala, Rania A. Alkhalaf, Salem Khairy, Dalia Educ Inf Technol (Dordr) Article Because of the heath measures taken during the outbreak of Covid-19, the lack of educational methods has become the primary concern among educational professionals who have been using technology as a motivational tool. Gamification is very important because it helps students to represent their study contents and enrich their experiences of higher education when learning in-person is unavailable during the Covid-19 period. This study seeks to present an Android-based gamification app to evaluate the effect of using gamification and e-quizzes on college students’ learning. We used the visual blocks language from the MIT App Inventor platform to develop an application, available at (https://play.google.com/store/apps/details?id=appinventor.ai_mekomerofofo.projectGamification). The participants were students from level 2 who used digital lessons for learning MATLAB. The study included gamified learning and non-gamified learning, both integrated into lesson plans, to investigate the differences in learners’ performance. Two types of quizzes were used for instruction: gamified e-quizzes and paper-based quizzes. The outcomes plainly showed that using the new gamified e-quiz was more effective than using paper-based quizzes. They are better for assessing the learning performance of the students in question, specifically in terms of formative assessment. It is very important for instructors to apply games as a modern and innovation-oriented tool through which students can be engaged in an attractive, competitive experience. Springer US 2021-03-24 2021 /pmc/articles/PMC7987514/ /pubmed/33776541 http://dx.doi.org/10.1007/s10639-021-10469-4 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Areed, Marwa F. Amasha, Mohamed A. Abougalala, Rania A. Alkhalaf, Salem Khairy, Dalia Developing gamification e-quizzes based on an android app: the impact of asynchronous form |
title | Developing gamification e-quizzes based on an android app: the impact of asynchronous form |
title_full | Developing gamification e-quizzes based on an android app: the impact of asynchronous form |
title_fullStr | Developing gamification e-quizzes based on an android app: the impact of asynchronous form |
title_full_unstemmed | Developing gamification e-quizzes based on an android app: the impact of asynchronous form |
title_short | Developing gamification e-quizzes based on an android app: the impact of asynchronous form |
title_sort | developing gamification e-quizzes based on an android app: the impact of asynchronous form |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7987514/ https://www.ncbi.nlm.nih.gov/pubmed/33776541 http://dx.doi.org/10.1007/s10639-021-10469-4 |
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