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Integrating ease of use and affordable gamification-based instruction into a remote learning environment

Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact...

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Autor principal: Zainuddin, Zamzami
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Netherlands 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9946286/
http://dx.doi.org/10.1007/s12564-023-09832-6
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author Zainuddin, Zamzami
author_facet Zainuddin, Zamzami
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description Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving college students’ learning in an online class during the COVID-19 pandemic at a remote institution of higher education in Indonesia (n = 68). The study employs an explanatory sequential mixed-method approach, including quasi-experimental research, quantitative surveys, and qualitative interviews. The findings indicate that the overall result of the four tests conducted during the intervention indicates a statistically significant difference among the three groups. The gamification-based quizzes increase student enthusiasm and improve learning outcomes. The study demonstrates the transformation induced by the ease of use and low cost of digital gaming platforms from mundane activities, such as listening to lectures on Zoom, to enjoyable educational gaming activities. The weekly gamification-based formative assessments using easy-to-use media significantly increase student engagement, critical and creative thinking, and information literacy during the learning process.
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spelling pubmed-99462862023-02-23 Integrating ease of use and affordable gamification-based instruction into a remote learning environment Zainuddin, Zamzami Asia Pacific Educ. Rev. Article Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving college students’ learning in an online class during the COVID-19 pandemic at a remote institution of higher education in Indonesia (n = 68). The study employs an explanatory sequential mixed-method approach, including quasi-experimental research, quantitative surveys, and qualitative interviews. The findings indicate that the overall result of the four tests conducted during the intervention indicates a statistically significant difference among the three groups. The gamification-based quizzes increase student enthusiasm and improve learning outcomes. The study demonstrates the transformation induced by the ease of use and low cost of digital gaming platforms from mundane activities, such as listening to lectures on Zoom, to enjoyable educational gaming activities. The weekly gamification-based formative assessments using easy-to-use media significantly increase student engagement, critical and creative thinking, and information literacy during the learning process. Springer Netherlands 2023-02-22 /pmc/articles/PMC9946286/ http://dx.doi.org/10.1007/s12564-023-09832-6 Text en © Education Research Institute, Seoul National University 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. 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
Zainuddin, Zamzami
Integrating ease of use and affordable gamification-based instruction into a remote learning environment
title Integrating ease of use and affordable gamification-based instruction into a remote learning environment
title_full Integrating ease of use and affordable gamification-based instruction into a remote learning environment
title_fullStr Integrating ease of use and affordable gamification-based instruction into a remote learning environment
title_full_unstemmed Integrating ease of use and affordable gamification-based instruction into a remote learning environment
title_short Integrating ease of use and affordable gamification-based instruction into a remote learning environment
title_sort integrating ease of use and affordable gamification-based instruction into a remote learning environment
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9946286/
http://dx.doi.org/10.1007/s12564-023-09832-6
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